Module opengl

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Opengl Module | Glew Bindings - An OpenGL loading Library

return.

There are too many procedures and constants, please run while you can but if you want to kill the monster you can add the procedures you still need you can use https://docs.gl/ to get references of how every procedure works.

Or if you want the official specification

All of this code was automatically generated by gl2nim, you can find the project in the root under the tools folder as a submodule.

NOTE: This bindings only support modern opengl (v3.x >) so fixed pipelines are not supported.

Types

GLenum = uint32
GLenum64 = uint64

Consts

GL_VERSION_1_1: GLenum = 1
GL_ZERO: GLenum = 0
GL_FALSE: GLenum = 0
GL_LOGIC_OP: GLenum = 0x00000BF1
GL_NONE: GLenum = 0
GL_TEXTURE_COMPONENTS: GLenum = 0x00001003
GL_NO_ERROR: GLenum = 0
GL_POINTS: GLenum = 0x00000000
GL_CURRENT_BIT: GLenum = 0x00000001
GL_TRUE: GLenum = 1
GL_ONE: GLenum = 1
GL_CLIENT_PIXEL_STORE_BIT: GLenum = 0x00000001
GL_LINES: GLenum = 0x00000001
GL_LINE_LOOP: GLenum = 0x00000002
GL_POINT_BIT: GLenum = 0x00000002
GL_CLIENT_VERTEX_ARRAY_BIT: GLenum = 0x00000002
GL_LINE_STRIP: GLenum = 0x00000003
GL_LINE_BIT: GLenum = 0x00000004
GL_TRIANGLES: GLenum = 0x00000004
GL_TRIANGLE_STRIP: GLenum = 0x00000005
GL_TRIANGLE_FAN: GLenum = 0x00000006
GL_QUADS: GLenum = 0x00000007
GL_QUAD_STRIP: GLenum = 0x00000008
GL_POLYGON_BIT: GLenum = 0x00000008
GL_POLYGON: GLenum = 0x00000009
GL_POLYGON_STIPPLE_BIT: GLenum = 0x00000010
GL_PIXEL_MODE_BIT: GLenum = 0x00000020
GL_LIGHTING_BIT: GLenum = 0x00000040
GL_FOG_BIT: GLenum = 0x00000080
GL_DEPTH_BUFFER_BIT: GLenum = 0x00000100
GL_ACCUM: GLenum = 0x00000100
GL_LOAD: GLenum = 0x00000101
GL_RETURN: GLenum = 0x00000102
GL_MULT: GLenum = 0x00000103
GL_ADD: GLenum = 0x00000104
GL_NEVER: GLenum = 0x00000200
GL_ACCUM_BUFFER_BIT: GLenum = 0x00000200
GL_LESS: GLenum = 0x00000201
GL_EQUAL: GLenum = 0x00000202
GL_LEQUAL: GLenum = 0x00000203
GL_GREATER: GLenum = 0x00000204
GL_NOTEQUAL: GLenum = 0x00000205
GL_GEQUAL: GLenum = 0x00000206
GL_ALWAYS: GLenum = 0x00000207
GL_SRC_COLOR: GLenum = 0x00000300
GL_ONE_MINUS_SRC_COLOR: GLenum = 0x00000301
GL_SRC_ALPHA: GLenum = 0x00000302
GL_ONE_MINUS_SRC_ALPHA: GLenum = 0x00000303
GL_DST_ALPHA: GLenum = 0x00000304
GL_ONE_MINUS_DST_ALPHA: GLenum = 0x00000305
GL_DST_COLOR: GLenum = 0x00000306
GL_ONE_MINUS_DST_COLOR: GLenum = 0x00000307
GL_SRC_ALPHA_SATURATE: GLenum = 0x00000308
GL_STENCIL_BUFFER_BIT: GLenum = 0x00000400
GL_FRONT_LEFT: GLenum = 0x00000400
GL_FRONT_RIGHT: GLenum = 0x00000401
GL_BACK_LEFT: GLenum = 0x00000402
GL_BACK_RIGHT: GLenum = 0x00000403
GL_FRONT: GLenum = 0x00000404
GL_BACK: GLenum = 0x00000405
GL_LEFT: GLenum = 0x00000406
GL_RIGHT: GLenum = 0x00000407
GL_FRONT_AND_BACK: GLenum = 0x00000408
GL_AUX0: GLenum = 0x00000409
GL_AUX1: GLenum = 0x0000040A
GL_AUX2: GLenum = 0x0000040B
GL_AUX3: GLenum = 0x0000040C
GL_INVALID_ENUM: GLenum = 0x00000500
GL_INVALID_VALUE: GLenum = 0x00000501
GL_INVALID_OPERATION: GLenum = 0x00000502
GL_STACK_OVERFLOW: GLenum = 0x00000503
GL_STACK_UNDERFLOW: GLenum = 0x00000504
GL_OUT_OF_MEMORY: GLenum = 0x00000505
GL_2D: GLenum = 0x00000600
GL_3D: GLenum = 0x00000601
GL_3D_COLOR: GLenum = 0x00000602
GL_3D_COLOR_TEXTURE: GLenum = 0x00000603
GL_4D_COLOR_TEXTURE: GLenum = 0x00000604
GL_PASS_THROUGH_TOKEN: GLenum = 0x00000700
GL_POINT_TOKEN: GLenum = 0x00000701
GL_LINE_TOKEN: GLenum = 0x00000702
GL_POLYGON_TOKEN: GLenum = 0x00000703
GL_BITMAP_TOKEN: GLenum = 0x00000704
GL_DRAW_PIXEL_TOKEN: GLenum = 0x00000705
GL_COPY_PIXEL_TOKEN: GLenum = 0x00000706
GL_LINE_RESET_TOKEN: GLenum = 0x00000707
GL_EXP: GLenum = 0x00000800
GL_VIEWPORT_BIT: GLenum = 0x00000800
GL_EXP2: GLenum = 0x00000801
GL_CW: GLenum = 0x00000900
GL_CCW: GLenum = 0x00000901
GL_COEFF: GLenum = 0x00000A00
GL_ORDER: GLenum = 0x00000A01
GL_DOMAIN: GLenum = 0x00000A02
GL_CURRENT_COLOR: GLenum = 0x00000B00
GL_CURRENT_INDEX: GLenum = 0x00000B01
GL_CURRENT_NORMAL: GLenum = 0x00000B02
GL_CURRENT_TEXTURE_COORDS: GLenum = 0x00000B03
GL_CURRENT_RASTER_COLOR: GLenum = 0x00000B04
GL_CURRENT_RASTER_INDEX: GLenum = 0x00000B05
GL_CURRENT_RASTER_TEXTURE_COORDS: GLenum = 0x00000B06
GL_CURRENT_RASTER_POSITION: GLenum = 0x00000B07
GL_CURRENT_RASTER_POSITION_VALID: GLenum = 0x00000B08
GL_CURRENT_RASTER_DISTANCE: GLenum = 0x00000B09
GL_POINT_SMOOTH: GLenum = 0x00000B10
GL_POINT_SIZE: GLenum = 0x00000B11
GL_POINT_SIZE_RANGE: GLenum = 0x00000B12
GL_POINT_SIZE_GRANULARITY: GLenum = 0x00000B13
GL_LINE_SMOOTH: GLenum = 0x00000B20
GL_LINE_WIDTH: GLenum = 0x00000B21
GL_LINE_WIDTH_RANGE: GLenum = 0x00000B22
GL_LINE_WIDTH_GRANULARITY: GLenum = 0x00000B23
GL_LINE_STIPPLE: GLenum = 0x00000B24
GL_LINE_STIPPLE_PATTERN: GLenum = 0x00000B25
GL_LINE_STIPPLE_REPEAT: GLenum = 0x00000B26
GL_LIST_MODE: GLenum = 0x00000B30
GL_MAX_LIST_NESTING: GLenum = 0x00000B31
GL_LIST_BASE: GLenum = 0x00000B32
GL_LIST_INDEX: GLenum = 0x00000B33
GL_POLYGON_MODE: GLenum = 0x00000B40
GL_POLYGON_SMOOTH: GLenum = 0x00000B41
GL_POLYGON_STIPPLE: GLenum = 0x00000B42
GL_EDGE_FLAG: GLenum = 0x00000B43
GL_CULL_FACE: GLenum = 0x00000B44
GL_CULL_FACE_MODE: GLenum = 0x00000B45
GL_FRONT_FACE: GLenum = 0x00000B46
GL_LIGHTING: GLenum = 0x00000B50
GL_LIGHT_MODEL_LOCAL_VIEWER: GLenum = 0x00000B51
GL_LIGHT_MODEL_TWO_SIDE: GLenum = 0x00000B52
GL_LIGHT_MODEL_AMBIENT: GLenum = 0x00000B53
GL_SHADE_MODEL: GLenum = 0x00000B54
GL_COLOR_MATERIAL_FACE: GLenum = 0x00000B55
GL_COLOR_MATERIAL_PARAMETER: GLenum = 0x00000B56
GL_COLOR_MATERIAL: GLenum = 0x00000B57
GL_FOG: GLenum = 0x00000B60
GL_FOG_INDEX: GLenum = 0x00000B61
GL_FOG_DENSITY: GLenum = 0x00000B62
GL_FOG_START: GLenum = 0x00000B63
GL_FOG_END: GLenum = 0x00000B64
GL_FOG_MODE: GLenum = 0x00000B65
GL_FOG_COLOR: GLenum = 0x00000B66
GL_DEPTH_RANGE: GLenum = 0x00000B70
GL_DEPTH_TEST: GLenum = 0x00000B71
GL_DEPTH_WRITEMASK: GLenum = 0x00000B72
GL_DEPTH_CLEAR_VALUE: GLenum = 0x00000B73
GL_DEPTH_FUNC: GLenum = 0x00000B74
GL_ACCUM_CLEAR_VALUE: GLenum = 0x00000B80
GL_STENCIL_TEST: GLenum = 0x00000B90
GL_STENCIL_CLEAR_VALUE: GLenum = 0x00000B91
GL_STENCIL_FUNC: GLenum = 0x00000B92
GL_STENCIL_VALUE_MASK: GLenum = 0x00000B93
GL_STENCIL_FAIL: GLenum = 0x00000B94
GL_STENCIL_PASS_DEPTH_FAIL: GLenum = 0x00000B95
GL_STENCIL_PASS_DEPTH_PASS: GLenum = 0x00000B96
GL_STENCIL_REF: GLenum = 0x00000B97
GL_STENCIL_WRITEMASK: GLenum = 0x00000B98
GL_MATRIX_MODE: GLenum = 0x00000BA0
GL_NORMALIZE: GLenum = 0x00000BA1
GL_VIEWPORT: GLenum = 0x00000BA2
GL_MODELVIEW_STACK_DEPTH: GLenum = 0x00000BA3
GL_PROJECTION_STACK_DEPTH: GLenum = 0x00000BA4
GL_TEXTURE_STACK_DEPTH: GLenum = 0x00000BA5
GL_MODELVIEW_MATRIX: GLenum = 0x00000BA6
GL_PROJECTION_MATRIX: GLenum = 0x00000BA7
GL_TEXTURE_MATRIX: GLenum = 0x00000BA8
GL_ATTRIB_STACK_DEPTH: GLenum = 0x00000BB0
GL_CLIENT_ATTRIB_STACK_DEPTH: GLenum = 0x00000BB1
GL_ALPHA_TEST: GLenum = 0x00000BC0
GL_ALPHA_TEST_FUNC: GLenum = 0x00000BC1
GL_ALPHA_TEST_REF: GLenum = 0x00000BC2
GL_DITHER: GLenum = 0x00000BD0
GL_BLEND_DST: GLenum = 0x00000BE0
GL_BLEND_SRC: GLenum = 0x00000BE1
GL_BLEND: GLenum = 0x00000BE2
GL_LOGIC_OP_MODE: GLenum = 0x00000BF0
GL_INDEX_LOGIC_OP: GLenum = 0x00000BF1
GL_COLOR_LOGIC_OP: GLenum = 0x00000BF2
GL_AUX_BUFFERS: GLenum = 0x00000C00
GL_DRAW_BUFFER: GLenum = 0x00000C01
GL_READ_BUFFER: GLenum = 0x00000C02
GL_SCISSOR_BOX: GLenum = 0x00000C10
GL_SCISSOR_TEST: GLenum = 0x00000C11
GL_INDEX_CLEAR_VALUE: GLenum = 0x00000C20
GL_INDEX_WRITEMASK: GLenum = 0x00000C21
GL_COLOR_CLEAR_VALUE: GLenum = 0x00000C22
GL_COLOR_WRITEMASK: GLenum = 0x00000C23
GL_INDEX_MODE: GLenum = 0x00000C30
GL_RGBA_MODE: GLenum = 0x00000C31
GL_DOUBLEBUFFER: GLenum = 0x00000C32
GL_STEREO: GLenum = 0x00000C33
GL_RENDER_MODE: GLenum = 0x00000C40
GL_PERSPECTIVE_CORRECTION_HINT: GLenum = 0x00000C50
GL_POINT_SMOOTH_HINT: GLenum = 0x00000C51
GL_LINE_SMOOTH_HINT: GLenum = 0x00000C52
GL_POLYGON_SMOOTH_HINT: GLenum = 0x00000C53
GL_FOG_HINT: GLenum = 0x00000C54
GL_TEXTURE_GEN_S: GLenum = 0x00000C60
GL_TEXTURE_GEN_T: GLenum = 0x00000C61
GL_TEXTURE_GEN_R: GLenum = 0x00000C62
GL_TEXTURE_GEN_Q: GLenum = 0x00000C63
GL_PIXEL_MAP_I_TO_I: GLenum = 0x00000C70
GL_PIXEL_MAP_S_TO_S: GLenum = 0x00000C71
GL_PIXEL_MAP_I_TO_R: GLenum = 0x00000C72
GL_PIXEL_MAP_I_TO_G: GLenum = 0x00000C73
GL_PIXEL_MAP_I_TO_B: GLenum = 0x00000C74
GL_PIXEL_MAP_I_TO_A: GLenum = 0x00000C75
GL_PIXEL_MAP_R_TO_R: GLenum = 0x00000C76
GL_PIXEL_MAP_G_TO_G: GLenum = 0x00000C77
GL_PIXEL_MAP_B_TO_B: GLenum = 0x00000C78
GL_PIXEL_MAP_A_TO_A: GLenum = 0x00000C79
GL_PIXEL_MAP_I_TO_I_SIZE: GLenum = 0x00000CB0
GL_PIXEL_MAP_S_TO_S_SIZE: GLenum = 0x00000CB1
GL_PIXEL_MAP_I_TO_R_SIZE: GLenum = 0x00000CB2
GL_PIXEL_MAP_I_TO_G_SIZE: GLenum = 0x00000CB3
GL_PIXEL_MAP_I_TO_B_SIZE: GLenum = 0x00000CB4
GL_PIXEL_MAP_I_TO_A_SIZE: GLenum = 0x00000CB5
GL_PIXEL_MAP_R_TO_R_SIZE: GLenum = 0x00000CB6
GL_PIXEL_MAP_G_TO_G_SIZE: GLenum = 0x00000CB7
GL_PIXEL_MAP_B_TO_B_SIZE: GLenum = 0x00000CB8
GL_PIXEL_MAP_A_TO_A_SIZE: GLenum = 0x00000CB9
GL_UNPACK_SWAP_BYTES: GLenum = 0x00000CF0
GL_UNPACK_LSB_FIRST: GLenum = 0x00000CF1
GL_UNPACK_ROW_LENGTH: GLenum = 0x00000CF2
GL_UNPACK_SKIP_ROWS: GLenum = 0x00000CF3
GL_UNPACK_SKIP_PIXELS: GLenum = 0x00000CF4
GL_UNPACK_ALIGNMENT: GLenum = 0x00000CF5
GL_PACK_SWAP_BYTES: GLenum = 0x00000D00
GL_PACK_LSB_FIRST: GLenum = 0x00000D01
GL_PACK_ROW_LENGTH: GLenum = 0x00000D02
GL_PACK_SKIP_ROWS: GLenum = 0x00000D03
GL_PACK_SKIP_PIXELS: GLenum = 0x00000D04
GL_PACK_ALIGNMENT: GLenum = 0x00000D05
GL_MAP_COLOR: GLenum = 0x00000D10
GL_MAP_STENCIL: GLenum = 0x00000D11
GL_INDEX_SHIFT: GLenum = 0x00000D12
GL_INDEX_OFFSET: GLenum = 0x00000D13
GL_RED_SCALE: GLenum = 0x00000D14
GL_RED_BIAS: GLenum = 0x00000D15
GL_ZOOM_X: GLenum = 0x00000D16
GL_ZOOM_Y: GLenum = 0x00000D17
GL_GREEN_SCALE: GLenum = 0x00000D18
GL_GREEN_BIAS: GLenum = 0x00000D19
GL_BLUE_SCALE: GLenum = 0x00000D1A
GL_BLUE_BIAS: GLenum = 0x00000D1B
GL_ALPHA_SCALE: GLenum = 0x00000D1C
GL_ALPHA_BIAS: GLenum = 0x00000D1D
GL_DEPTH_SCALE: GLenum = 0x00000D1E
GL_DEPTH_BIAS: GLenum = 0x00000D1F
GL_MAX_EVAL_ORDER: GLenum = 0x00000D30
GL_MAX_LIGHTS: GLenum = 0x00000D31
GL_MAX_CLIP_PLANES: GLenum = 0x00000D32
GL_MAX_TEXTURE_SIZE: GLenum = 0x00000D33
GL_MAX_PIXEL_MAP_TABLE: GLenum = 0x00000D34
GL_MAX_ATTRIB_STACK_DEPTH: GLenum = 0x00000D35
GL_MAX_MODELVIEW_STACK_DEPTH: GLenum = 0x00000D36
GL_MAX_NAME_STACK_DEPTH: GLenum = 0x00000D37
GL_MAX_PROJECTION_STACK_DEPTH: GLenum = 0x00000D38
GL_MAX_TEXTURE_STACK_DEPTH: GLenum = 0x00000D39
GL_MAX_VIEWPORT_DIMS: GLenum = 0x00000D3A
GL_MAX_CLIENT_ATTRIB_STACK_DEPTH: GLenum = 0x00000D3B
GL_SUBPIXEL_BITS: GLenum = 0x00000D50
GL_INDEX_BITS: GLenum = 0x00000D51
GL_RED_BITS: GLenum = 0x00000D52
GL_GREEN_BITS: GLenum = 0x00000D53
GL_BLUE_BITS: GLenum = 0x00000D54
GL_ALPHA_BITS: GLenum = 0x00000D55
GL_DEPTH_BITS: GLenum = 0x00000D56
GL_STENCIL_BITS: GLenum = 0x00000D57
GL_ACCUM_RED_BITS: GLenum = 0x00000D58
GL_ACCUM_GREEN_BITS: GLenum = 0x00000D59
GL_ACCUM_BLUE_BITS: GLenum = 0x00000D5A
GL_ACCUM_ALPHA_BITS: GLenum = 0x00000D5B
GL_NAME_STACK_DEPTH: GLenum = 0x00000D70
GL_AUTO_NORMAL: GLenum = 0x00000D80
GL_MAP1_COLOR_4: GLenum = 0x00000D90
GL_MAP1_INDEX: GLenum = 0x00000D91
GL_MAP1_NORMAL: GLenum = 0x00000D92
GL_MAP1_TEXTURE_COORD_1: GLenum = 0x00000D93
GL_MAP1_TEXTURE_COORD_2: GLenum = 0x00000D94
GL_MAP1_TEXTURE_COORD_3: GLenum = 0x00000D95
GL_MAP1_TEXTURE_COORD_4: GLenum = 0x00000D96
GL_MAP1_VERTEX_3: GLenum = 0x00000D97
GL_MAP1_VERTEX_4: GLenum = 0x00000D98
GL_MAP2_COLOR_4: GLenum = 0x00000DB0
GL_MAP2_INDEX: GLenum = 0x00000DB1
GL_MAP2_NORMAL: GLenum = 0x00000DB2
GL_MAP2_TEXTURE_COORD_1: GLenum = 0x00000DB3
GL_MAP2_TEXTURE_COORD_2: GLenum = 0x00000DB4
GL_MAP2_TEXTURE_COORD_3: GLenum = 0x00000DB5
GL_MAP2_TEXTURE_COORD_4: GLenum = 0x00000DB6
GL_MAP2_VERTEX_3: GLenum = 0x00000DB7
GL_MAP2_VERTEX_4: GLenum = 0x00000DB8
GL_MAP1_GRID_DOMAIN: GLenum = 0x00000DD0
GL_MAP1_GRID_SEGMENTS: GLenum = 0x00000DD1
GL_MAP2_GRID_DOMAIN: GLenum = 0x00000DD2
GL_MAP2_GRID_SEGMENTS: GLenum = 0x00000DD3
GL_TEXTURE_1D: GLenum = 0x00000DE0
GL_TEXTURE_2D: GLenum = 0x00000DE1
GL_FEEDBACK_BUFFER_POINTER: GLenum = 0x00000DF0
GL_FEEDBACK_BUFFER_SIZE: GLenum = 0x00000DF1
GL_FEEDBACK_BUFFER_TYPE: GLenum = 0x00000DF2
GL_SELECTION_BUFFER_POINTER: GLenum = 0x00000DF3
GL_SELECTION_BUFFER_SIZE: GLenum = 0x00000DF4
GL_TEXTURE_WIDTH: GLenum = 0x00001000
GL_TRANSFORM_BIT: GLenum = 0x00001000
GL_TEXTURE_HEIGHT: GLenum = 0x00001001
GL_TEXTURE_INTERNAL_FORMAT: GLenum = 0x00001003
GL_TEXTURE_BORDER_COLOR: GLenum = 0x00001004
GL_TEXTURE_BORDER: GLenum = 0x00001005
GL_DONT_CARE: GLenum = 0x00001100
GL_FASTEST: GLenum = 0x00001101
GL_NICEST: GLenum = 0x00001102
GL_AMBIENT: GLenum = 0x00001200
GL_DIFFUSE: GLenum = 0x00001201
GL_SPECULAR: GLenum = 0x00001202
GL_POSITION: GLenum = 0x00001203
GL_SPOT_DIRECTION: GLenum = 0x00001204
GL_SPOT_EXPONENT: GLenum = 0x00001205
GL_SPOT_CUTOFF: GLenum = 0x00001206
GL_CONSTANT_ATTENUATION: GLenum = 0x00001207
GL_LINEAR_ATTENUATION: GLenum = 0x00001208
GL_QUADRATIC_ATTENUATION: GLenum = 0x00001209
GL_COMPILE: GLenum = 0x00001300
GL_COMPILE_AND_EXECUTE: GLenum = 0x00001301
GL_BYTE: GLenum = 0x00001400
GL_UNSIGNED_BYTE: GLenum = 0x00001401
GL_SHORT: GLenum = 0x00001402
GL_UNSIGNED_SHORT: GLenum = 0x00001403
GL_INT: GLenum = 0x00001404
GL_UNSIGNED_INT: GLenum = 0x00001405
GL_FLOAT: GLenum = 0x00001406
GL_2_BYTES: GLenum = 0x00001407
GL_3_BYTES: GLenum = 0x00001408
GL_4_BYTES: GLenum = 0x00001409
GL_DOUBLE: GLenum = 0x0000140A
GL_CLEAR: GLenum = 0x00001500
GL_AND: GLenum = 0x00001501
GL_AND_REVERSE: GLenum = 0x00001502
GL_COPY: GLenum = 0x00001503
GL_AND_INVERTED: GLenum = 0x00001504
GL_NOOP: GLenum = 0x00001505
GL_XOR: GLenum = 0x00001506
GL_OR: GLenum = 0x00001507
GL_NOR: GLenum = 0x00001508
GL_EQUIV: GLenum = 0x00001509
GL_INVERT: GLenum = 0x0000150A
GL_OR_REVERSE: GLenum = 0x0000150B
GL_COPY_INVERTED: GLenum = 0x0000150C
GL_OR_INVERTED: GLenum = 0x0000150D
GL_NAND: GLenum = 0x0000150E
GL_SET: GLenum = 0x0000150F
GL_EMISSION: GLenum = 0x00001600
GL_SHININESS: GLenum = 0x00001601
GL_AMBIENT_AND_DIFFUSE: GLenum = 0x00001602
GL_COLOR_INDEXES: GLenum = 0x00001603
GL_MODELVIEW: GLenum = 0x00001700
GL_PROJECTION: GLenum = 0x00001701
GL_TEXTURE: GLenum = 0x00001702
GL_COLOR: GLenum = 0x00001800
GL_DEPTH: GLenum = 0x00001801
GL_STENCIL: GLenum = 0x00001802
GL_COLOR_INDEX: GLenum = 0x00001900
GL_STENCIL_INDEX: GLenum = 0x00001901
GL_DEPTH_COMPONENT: GLenum = 0x00001902
GL_RED: GLenum = 0x00001903
GL_GREEN: GLenum = 0x00001904
GL_BLUE: GLenum = 0x00001905
GL_ALPHA: GLenum = 0x00001906
GL_RGB: GLenum = 0x00001907
GL_RGBA: GLenum = 0x00001908
GL_LUMINANCE: GLenum = 0x00001909
GL_LUMINANCE_ALPHA: GLenum = 0x0000190A
GL_BITMAP: GLenum = 0x00001A00
GL_POINT: GLenum = 0x00001B00
GL_LINE: GLenum = 0x00001B01
GL_FILL: GLenum = 0x00001B02
GL_RENDER: GLenum = 0x00001C00
GL_FEEDBACK: GLenum = 0x00001C01
GL_SELECT: GLenum = 0x00001C02
GL_FLAT: GLenum = 0x00001D00
GL_SMOOTH: GLenum = 0x00001D01
GL_KEEP: GLenum = 0x00001E00
GL_REPLACE: GLenum = 0x00001E01
GL_INCR: GLenum = 0x00001E02
GL_DECR: GLenum = 0x00001E03
GL_VENDOR: GLenum = 0x00001F00
GL_RENDERER: GLenum = 0x00001F01
GL_VERSION: GLenum = 0x00001F02
GL_EXTENSIONS: GLenum = 0x00001F03
GL_S: GLenum = 0x00002000
GL_ENABLE_BIT: GLenum = 0x00002000
GL_T: GLenum = 0x00002001
GL_R: GLenum = 0x00002002
GL_Q: GLenum = 0x00002003
GL_MODULATE: GLenum = 0x00002100
GL_DECAL: GLenum = 0x00002101
GL_TEXTURE_ENV_MODE: GLenum = 0x00002200
GL_TEXTURE_ENV_COLOR: GLenum = 0x00002201
GL_TEXTURE_ENV: GLenum = 0x00002300
GL_EYE_LINEAR: GLenum = 0x00002400
GL_OBJECT_LINEAR: GLenum = 0x00002401
GL_SPHERE_MAP: GLenum = 0x00002402
GL_TEXTURE_GEN_MODE: GLenum = 0x00002500
GL_OBJECT_PLANE: GLenum = 0x00002501
GL_EYE_PLANE: GLenum = 0x00002502
GL_NEAREST: GLenum = 0x00002600
GL_LINEAR: GLenum = 0x00002601
GL_NEAREST_MIPMAP_NEAREST: GLenum = 0x00002700
GL_LINEAR_MIPMAP_NEAREST: GLenum = 0x00002701
GL_NEAREST_MIPMAP_LINEAR: GLenum = 0x00002702
GL_LINEAR_MIPMAP_LINEAR: GLenum = 0x00002703
GL_TEXTURE_MAG_FILTER: GLenum = 0x00002800
GL_TEXTURE_MIN_FILTER: GLenum = 0x00002801
GL_TEXTURE_WRAP_S: GLenum = 0x00002802
GL_TEXTURE_WRAP_T: GLenum = 0x00002803
GL_CLAMP: GLenum = 0x00002900
GL_REPEAT: GLenum = 0x00002901
GL_POLYGON_OFFSET_UNITS: GLenum = 0x00002A00
GL_POLYGON_OFFSET_POINT: GLenum = 0x00002A01
GL_POLYGON_OFFSET_LINE: GLenum = 0x00002A02
GL_R3_G3_B2: GLenum = 0x00002A10
GL_V2F: GLenum = 0x00002A20
GL_V3F: GLenum = 0x00002A21
GL_C4UB_V2F: GLenum = 0x00002A22
GL_C4UB_V3F: GLenum = 0x00002A23
GL_C3F_V3F: GLenum = 0x00002A24
GL_N3F_V3F: GLenum = 0x00002A25
GL_C4F_N3F_V3F: GLenum = 0x00002A26
GL_T2F_V3F: GLenum = 0x00002A27
GL_T4F_V4F: GLenum = 0x00002A28
GL_T2F_C4UB_V3F: GLenum = 0x00002A29
GL_T2F_C3F_V3F: GLenum = 0x00002A2A
GL_T2F_N3F_V3F: GLenum = 0x00002A2B
GL_T2F_C4F_N3F_V3F: GLenum = 0x00002A2C
GL_T4F_C4F_N3F_V4F: GLenum = 0x00002A2D
GL_CLIP_PLANE0: GLenum = 0x00003000
GL_CLIP_PLANE1: GLenum = 0x00003001
GL_CLIP_PLANE2: GLenum = 0x00003002
GL_CLIP_PLANE3: GLenum = 0x00003003
GL_CLIP_PLANE4: GLenum = 0x00003004
GL_CLIP_PLANE5: GLenum = 0x00003005
GL_LIGHT0: GLenum = 0x00004000
GL_COLOR_BUFFER_BIT: GLenum = 0x00004000
GL_LIGHT1: GLenum = 0x00004001
GL_LIGHT2: GLenum = 0x00004002
GL_LIGHT3: GLenum = 0x00004003
GL_LIGHT4: GLenum = 0x00004004
GL_LIGHT5: GLenum = 0x00004005
GL_LIGHT6: GLenum = 0x00004006
GL_LIGHT7: GLenum = 0x00004007
GL_HINT_BIT: GLenum = 0x00008000
GL_POLYGON_OFFSET_FILL: GLenum = 0x00008037
GL_POLYGON_OFFSET_FACTOR: GLenum = 0x00008038
GL_ALPHA4: GLenum = 0x0000803B
GL_ALPHA8: GLenum = 0x0000803C
GL_ALPHA12: GLenum = 0x0000803D
GL_ALPHA16: GLenum = 0x0000803E
GL_LUMINANCE4: GLenum = 0x0000803F
GL_LUMINANCE8: GLenum = 0x00008040
GL_LUMINANCE12: GLenum = 0x00008041
GL_LUMINANCE16: GLenum = 0x00008042
GL_LUMINANCE4_ALPHA4: GLenum = 0x00008043
GL_LUMINANCE6_ALPHA2: GLenum = 0x00008044
GL_LUMINANCE8_ALPHA8: GLenum = 0x00008045
GL_LUMINANCE12_ALPHA4: GLenum = 0x00008046
GL_LUMINANCE12_ALPHA12: GLenum = 0x00008047
GL_LUMINANCE16_ALPHA16: GLenum = 0x00008048
GL_INTENSITY: GLenum = 0x00008049
GL_INTENSITY4: GLenum = 0x0000804A
GL_INTENSITY8: GLenum = 0x0000804B
GL_INTENSITY12: GLenum = 0x0000804C
GL_INTENSITY16: GLenum = 0x0000804D
GL_RGB4: GLenum = 0x0000804F
GL_RGB5: GLenum = 0x00008050
GL_RGB8: GLenum = 0x00008051
GL_RGB10: GLenum = 0x00008052
GL_RGB12: GLenum = 0x00008053
GL_RGB16: GLenum = 0x00008054
GL_RGBA2: GLenum = 0x00008055
GL_RGBA4: GLenum = 0x00008056
GL_RGB5_A1: GLenum = 0x00008057
GL_RGBA8: GLenum = 0x00008058
GL_RGB10_A2: GLenum = 0x00008059
GL_RGBA12: GLenum = 0x0000805A
GL_RGBA16: GLenum = 0x0000805B
GL_TEXTURE_RED_SIZE: GLenum = 0x0000805C
GL_TEXTURE_GREEN_SIZE: GLenum = 0x0000805D
GL_TEXTURE_BLUE_SIZE: GLenum = 0x0000805E
GL_TEXTURE_ALPHA_SIZE: GLenum = 0x0000805F
GL_TEXTURE_LUMINANCE_SIZE: GLenum = 0x00008060
GL_TEXTURE_INTENSITY_SIZE: GLenum = 0x00008061
GL_PROXY_TEXTURE_1D: GLenum = 0x00008063
GL_PROXY_TEXTURE_2D: GLenum = 0x00008064
GL_TEXTURE_PRIORITY: GLenum = 0x00008066
GL_TEXTURE_RESIDENT: GLenum = 0x00008067
GL_TEXTURE_BINDING_1D: GLenum = 0x00008068
GL_TEXTURE_BINDING_2D: GLenum = 0x00008069
GL_VERTEX_ARRAY: GLenum = 0x00008074
GL_NORMAL_ARRAY: GLenum = 0x00008075
GL_COLOR_ARRAY: GLenum = 0x00008076
GL_INDEX_ARRAY: GLenum = 0x00008077
GL_TEXTURE_COORD_ARRAY: GLenum = 0x00008078
GL_EDGE_FLAG_ARRAY: GLenum = 0x00008079
GL_VERTEX_ARRAY_SIZE: GLenum = 0x0000807A
GL_VERTEX_ARRAY_TYPE: GLenum = 0x0000807B
GL_VERTEX_ARRAY_STRIDE: GLenum = 0x0000807C
GL_NORMAL_ARRAY_TYPE: GLenum = 0x0000807E
GL_NORMAL_ARRAY_STRIDE: GLenum = 0x0000807F
GL_COLOR_ARRAY_SIZE: GLenum = 0x00008081
GL_COLOR_ARRAY_TYPE: GLenum = 0x00008082
GL_COLOR_ARRAY_STRIDE: GLenum = 0x00008083
GL_INDEX_ARRAY_TYPE: GLenum = 0x00008085
GL_INDEX_ARRAY_STRIDE: GLenum = 0x00008086
GL_TEXTURE_COORD_ARRAY_SIZE: GLenum = 0x00008088
GL_TEXTURE_COORD_ARRAY_TYPE: GLenum = 0x00008089
GL_TEXTURE_COORD_ARRAY_STRIDE: GLenum = 0x0000808A
GL_EDGE_FLAG_ARRAY_STRIDE: GLenum = 0x0000808C
GL_VERTEX_ARRAY_POINTER: GLenum = 0x0000808E
GL_NORMAL_ARRAY_POINTER: GLenum = 0x0000808F
GL_COLOR_ARRAY_POINTER: GLenum = 0x00008090
GL_INDEX_ARRAY_POINTER: GLenum = 0x00008091
GL_TEXTURE_COORD_ARRAY_POINTER: GLenum = 0x00008092
GL_EDGE_FLAG_ARRAY_POINTER: GLenum = 0x00008093
GL_COLOR_INDEX1_EXT: GLenum = 0x000080E2
GL_COLOR_INDEX2_EXT: GLenum = 0x000080E3
GL_COLOR_INDEX4_EXT: GLenum = 0x000080E4
GL_COLOR_INDEX8_EXT: GLenum = 0x000080E5
GL_COLOR_INDEX12_EXT: GLenum = 0x000080E6
GL_COLOR_INDEX16_EXT: GLenum = 0x000080E7
GL_EVAL_BIT: GLenum = 0x00010000
GL_LIST_BIT: GLenum = 0x00020000
GL_TEXTURE_BIT: GLenum = 0x00040000
GL_SCISSOR_BIT: GLenum = 0x00080000
GL_ALL_ATTRIB_BITS: GLenum = 0x000FFFFF
GL_CLIENT_ALL_ATTRIB_BITS: GLenum64 = 0xFFFFFFFF'u
GL_VERSION_1_2: GLenum = 1
GL_SMOOTH_POINT_SIZE_RANGE: GLenum = 0x00000B12
GL_SMOOTH_POINT_SIZE_GRANULARITY: GLenum = 0x00000B13
GL_SMOOTH_LINE_WIDTH_RANGE: GLenum = 0x00000B22
GL_SMOOTH_LINE_WIDTH_GRANULARITY: GLenum = 0x00000B23
GL_UNSIGNED_BYTE_3_3_2: GLenum = 0x00008032
GL_UNSIGNED_SHORT_4_4_4_4: GLenum = 0x00008033
GL_UNSIGNED_SHORT_5_5_5_1: GLenum = 0x00008034
GL_UNSIGNED_INT_8_8_8_8: GLenum = 0x00008035
GL_UNSIGNED_INT_10_10_10_2: GLenum = 0x00008036
GL_RESCALE_NORMAL: GLenum = 0x0000803A
GL_TEXTURE_BINDING_3D: GLenum = 0x0000806A
GL_PACK_SKIP_IMAGES: GLenum = 0x0000806B
GL_PACK_IMAGE_HEIGHT: GLenum = 0x0000806C
GL_UNPACK_SKIP_IMAGES: GLenum = 0x0000806D
GL_UNPACK_IMAGE_HEIGHT: GLenum = 0x0000806E
GL_TEXTURE_3D: GLenum = 0x0000806F
GL_PROXY_TEXTURE_3D: GLenum = 0x00008070
GL_TEXTURE_DEPTH: GLenum = 0x00008071
GL_TEXTURE_WRAP_R: GLenum = 0x00008072
GL_MAX_3D_TEXTURE_SIZE: GLenum = 0x00008073
GL_BGR: GLenum = 0x000080E0
GL_BGRA: GLenum = 0x000080E1
GL_MAX_ELEMENTS_VERTICES: GLenum = 0x000080E8
GL_MAX_ELEMENTS_INDICES: GLenum = 0x000080E9
GL_CLAMP_TO_EDGE: GLenum = 0x0000812F
GL_TEXTURE_MIN_LOD: GLenum = 0x0000813A
GL_TEXTURE_MAX_LOD: GLenum = 0x0000813B
GL_TEXTURE_BASE_LEVEL: GLenum = 0x0000813C
GL_TEXTURE_MAX_LEVEL: GLenum = 0x0000813D
GL_LIGHT_MODEL_COLOR_CONTROL: GLenum = 0x000081F8
GL_SINGLE_COLOR: GLenum = 0x000081F9
GL_SEPARATE_SPECULAR_COLOR: GLenum = 0x000081FA
GL_UNSIGNED_BYTE_2_3_3_REV: GLenum = 0x00008362
GL_UNSIGNED_SHORT_5_6_5: GLenum = 0x00008363
GL_UNSIGNED_SHORT_5_6_5_REV: GLenum = 0x00008364
GL_UNSIGNED_SHORT_4_4_4_4_REV: GLenum = 0x00008365
GL_UNSIGNED_SHORT_1_5_5_5_REV: GLenum = 0x00008366
GL_UNSIGNED_INT_8_8_8_8_REV: GLenum = 0x00008367
GL_ALIASED_POINT_SIZE_RANGE: GLenum = 0x0000846D
GL_ALIASED_LINE_WIDTH_RANGE: GLenum = 0x0000846E
GL_VERSION_1_2_1: GLenum = 1
GL_VERSION_1_3: GLenum = 1
GL_MULTISAMPLE: GLenum = 0x0000809D
GL_SAMPLE_ALPHA_TO_COVERAGE: GLenum = 0x0000809E
GL_SAMPLE_ALPHA_TO_ONE: GLenum = 0x0000809F
GL_SAMPLE_COVERAGE: GLenum = 0x000080A0
GL_SAMPLE_BUFFERS: GLenum = 0x000080A8
GL_SAMPLES: GLenum = 0x000080A9
GL_SAMPLE_COVERAGE_VALUE: GLenum = 0x000080AA
GL_SAMPLE_COVERAGE_INVERT: GLenum = 0x000080AB
GL_CLAMP_TO_BORDER: GLenum = 0x0000812D
GL_TEXTURE0: GLenum = 0x000084C0
GL_TEXTURE1: GLenum = 0x000084C1
GL_TEXTURE2: GLenum = 0x000084C2
GL_TEXTURE3: GLenum = 0x000084C3
GL_TEXTURE4: GLenum = 0x000084C4
GL_TEXTURE5: GLenum = 0x000084C5
GL_TEXTURE6: GLenum = 0x000084C6
GL_TEXTURE7: GLenum = 0x000084C7
GL_TEXTURE8: GLenum = 0x000084C8
GL_TEXTURE9: GLenum = 0x000084C9
GL_TEXTURE10: GLenum = 0x000084CA
GL_TEXTURE11: GLenum = 0x000084CB
GL_TEXTURE12: GLenum = 0x000084CC
GL_TEXTURE13: GLenum = 0x000084CD
GL_TEXTURE14: GLenum = 0x000084CE
GL_TEXTURE15: GLenum = 0x000084CF
GL_TEXTURE16: GLenum = 0x000084D0
GL_TEXTURE17: GLenum = 0x000084D1
GL_TEXTURE18: GLenum = 0x000084D2
GL_TEXTURE19: GLenum = 0x000084D3
GL_TEXTURE20: GLenum = 0x000084D4
GL_TEXTURE21: GLenum = 0x000084D5
GL_TEXTURE22: GLenum = 0x000084D6
GL_TEXTURE23: GLenum = 0x000084D7
GL_TEXTURE24: GLenum = 0x000084D8
GL_TEXTURE25: GLenum = 0x000084D9
GL_TEXTURE26: GLenum = 0x000084DA
GL_TEXTURE27: GLenum = 0x000084DB
GL_TEXTURE28: GLenum = 0x000084DC
GL_TEXTURE29: GLenum = 0x000084DD
GL_TEXTURE30: GLenum = 0x000084DE
GL_TEXTURE31: GLenum = 0x000084DF
GL_ACTIVE_TEXTURE: GLenum = 0x000084E0
GL_CLIENT_ACTIVE_TEXTURE: GLenum = 0x000084E1
GL_MAX_TEXTURE_UNITS: GLenum = 0x000084E2
GL_TRANSPOSE_MODELVIEW_MATRIX: GLenum = 0x000084E3
GL_TRANSPOSE_PROJECTION_MATRIX: GLenum = 0x000084E4
GL_TRANSPOSE_TEXTURE_MATRIX: GLenum = 0x000084E5
GL_TRANSPOSE_COLOR_MATRIX: GLenum = 0x000084E6
GL_SUBTRACT: GLenum = 0x000084E7
GL_COMPRESSED_ALPHA: GLenum = 0x000084E9
GL_COMPRESSED_LUMINANCE: GLenum = 0x000084EA
GL_COMPRESSED_LUMINANCE_ALPHA: GLenum = 0x000084EB
GL_COMPRESSED_INTENSITY: GLenum = 0x000084EC
GL_COMPRESSED_RGB: GLenum = 0x000084ED
GL_COMPRESSED_RGBA: GLenum = 0x000084EE
GL_TEXTURE_COMPRESSION_HINT: GLenum = 0x000084EF
GL_NORMAL_MAP: GLenum = 0x00008511
GL_REFLECTION_MAP: GLenum = 0x00008512
GL_TEXTURE_CUBE_MAP: GLenum = 0x00008513
GL_TEXTURE_BINDING_CUBE_MAP: GLenum = 0x00008514
GL_TEXTURE_CUBE_MAP_POSITIVE_X: GLenum = 0x00008515
GL_TEXTURE_CUBE_MAP_NEGATIVE_X: GLenum = 0x00008516
GL_TEXTURE_CUBE_MAP_POSITIVE_Y: GLenum = 0x00008517
GL_TEXTURE_CUBE_MAP_NEGATIVE_Y: GLenum = 0x00008518
GL_TEXTURE_CUBE_MAP_POSITIVE_Z: GLenum = 0x00008519
GL_TEXTURE_CUBE_MAP_NEGATIVE_Z: GLenum = 0x0000851A
GL_PROXY_TEXTURE_CUBE_MAP: GLenum = 0x0000851B
GL_MAX_CUBE_MAP_TEXTURE_SIZE: GLenum = 0x0000851C
GL_COMBINE: GLenum = 0x00008570
GL_COMBINE_RGB: GLenum = 0x00008571
GL_COMBINE_ALPHA: GLenum = 0x00008572
GL_RGB_SCALE: GLenum = 0x00008573
GL_ADD_SIGNED: GLenum = 0x00008574
GL_INTERPOLATE: GLenum = 0x00008575
GL_CONSTANT: GLenum = 0x00008576
GL_PRIMARY_COLOR: GLenum = 0x00008577
GL_PREVIOUS: GLenum = 0x00008578
GL_SOURCE0_RGB: GLenum = 0x00008580
GL_SOURCE1_RGB: GLenum = 0x00008581
GL_SOURCE2_RGB: GLenum = 0x00008582
GL_SOURCE0_ALPHA: GLenum = 0x00008588
GL_SOURCE1_ALPHA: GLenum = 0x00008589
GL_SOURCE2_ALPHA: GLenum = 0x0000858A
GL_OPERAND0_RGB: GLenum = 0x00008590
GL_OPERAND1_RGB: GLenum = 0x00008591
GL_OPERAND2_RGB: GLenum = 0x00008592
GL_OPERAND0_ALPHA: GLenum = 0x00008598
GL_OPERAND1_ALPHA: GLenum = 0x00008599
GL_OPERAND2_ALPHA: GLenum = 0x0000859A
GL_TEXTURE_COMPRESSED_IMAGE_SIZE: GLenum = 0x000086A0
GL_TEXTURE_COMPRESSED: GLenum = 0x000086A1
GL_NUM_COMPRESSED_TEXTURE_FORMATS: GLenum = 0x000086A2
GL_COMPRESSED_TEXTURE_FORMATS: GLenum = 0x000086A3
GL_DOT3_RGB: GLenum = 0x000086AE
GL_DOT3_RGBA: GLenum = 0x000086AF
GL_MULTISAMPLE_BIT: GLenum64 = 0x20000000'u
GL_VERSION_1_4: GLenum = 1
GL_BLEND_DST_RGB: GLenum = 0x000080C8
GL_BLEND_SRC_RGB: GLenum = 0x000080C9
GL_BLEND_DST_ALPHA: GLenum = 0x000080CA
GL_BLEND_SRC_ALPHA: GLenum = 0x000080CB
GL_POINT_SIZE_MIN: GLenum = 0x00008126
GL_POINT_SIZE_MAX: GLenum = 0x00008127
GL_POINT_FADE_THRESHOLD_SIZE: GLenum = 0x00008128
GL_POINT_DISTANCE_ATTENUATION: GLenum = 0x00008129
GL_GENERATE_MIPMAP: GLenum = 0x00008191
GL_GENERATE_MIPMAP_HINT: GLenum = 0x00008192
GL_DEPTH_COMPONENT16: GLenum = 0x000081A5
GL_DEPTH_COMPONENT24: GLenum = 0x000081A6
GL_DEPTH_COMPONENT32: GLenum = 0x000081A7
GL_MIRRORED_REPEAT: GLenum = 0x00008370
GL_FOG_COORDINATE_SOURCE: GLenum = 0x00008450
GL_FOG_COORDINATE: GLenum = 0x00008451
GL_FRAGMENT_DEPTH: GLenum = 0x00008452
GL_CURRENT_FOG_COORDINATE: GLenum = 0x00008453
GL_FOG_COORDINATE_ARRAY_TYPE: GLenum = 0x00008454
GL_FOG_COORDINATE_ARRAY_STRIDE: GLenum = 0x00008455
GL_FOG_COORDINATE_ARRAY_POINTER: GLenum = 0x00008456
GL_FOG_COORDINATE_ARRAY: GLenum = 0x00008457
GL_COLOR_SUM: GLenum = 0x00008458
GL_CURRENT_SECONDARY_COLOR: GLenum = 0x00008459
GL_SECONDARY_COLOR_ARRAY_SIZE: GLenum = 0x0000845A
GL_SECONDARY_COLOR_ARRAY_TYPE: GLenum = 0x0000845B
GL_SECONDARY_COLOR_ARRAY_STRIDE: GLenum = 0x0000845C
GL_SECONDARY_COLOR_ARRAY_POINTER: GLenum = 0x0000845D
GL_SECONDARY_COLOR_ARRAY: GLenum = 0x0000845E
GL_MAX_TEXTURE_LOD_BIAS: GLenum = 0x000084FD
GL_TEXTURE_FILTER_CONTROL: GLenum = 0x00008500
GL_TEXTURE_LOD_BIAS: GLenum = 0x00008501
GL_INCR_WRAP: GLenum = 0x00008507
GL_DECR_WRAP: GLenum = 0x00008508
GL_TEXTURE_DEPTH_SIZE: GLenum = 0x0000884A
GL_DEPTH_TEXTURE_MODE: GLenum = 0x0000884B
GL_TEXTURE_COMPARE_MODE: GLenum = 0x0000884C
GL_TEXTURE_COMPARE_FUNC: GLenum = 0x0000884D
GL_COMPARE_R_TO_TEXTURE: GLenum = 0x0000884E
GL_VERSION_1_5: GLenum = 1
GL_CURRENT_FOG_COORD: GLenum = 0x00008453
GL_FOG_COORD: GLenum = 0x00008451
GL_FOG_COORD_ARRAY: GLenum = 0x00008457
GL_FOG_COORD_ARRAY_POINTER: GLenum = 0x00008456
GL_FOG_COORD_ARRAY_STRIDE: GLenum = 0x00008455
GL_FOG_COORD_ARRAY_TYPE: GLenum = 0x00008454
GL_FOG_COORD_SRC: GLenum = 0x00008450
GL_SRC0_ALPHA: GLenum = 0x00008588
GL_SRC0_RGB: GLenum = 0x00008580
GL_SRC1_ALPHA: GLenum = 0x00008589
GL_SRC1_RGB: GLenum = 0x00008581
GL_SRC2_ALPHA: GLenum = 0x0000858A
GL_SRC2_RGB: GLenum = 0x00008582
GL_BUFFER_SIZE: GLenum = 0x00008764
GL_BUFFER_USAGE: GLenum = 0x00008765
GL_QUERY_COUNTER_BITS: GLenum = 0x00008864
GL_CURRENT_QUERY: GLenum = 0x00008865
GL_QUERY_RESULT: GLenum = 0x00008866
GL_QUERY_RESULT_AVAILABLE: GLenum = 0x00008867
GL_ARRAY_BUFFER: GLenum = 0x00008892
GL_ELEMENT_ARRAY_BUFFER: GLenum = 0x00008893
GL_ARRAY_BUFFER_BINDING: GLenum = 0x00008894
GL_ELEMENT_ARRAY_BUFFER_BINDING: GLenum = 0x00008895
GL_VERTEX_ARRAY_BUFFER_BINDING: GLenum = 0x00008896
GL_NORMAL_ARRAY_BUFFER_BINDING: GLenum = 0x00008897
GL_COLOR_ARRAY_BUFFER_BINDING: GLenum = 0x00008898
GL_INDEX_ARRAY_BUFFER_BINDING: GLenum = 0x00008899
GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING: GLenum = 0x0000889A
GL_EDGE_FLAG_ARRAY_BUFFER_BINDING: GLenum = 0x0000889B
GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING: GLenum = 0x0000889C
GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING: GLenum = 0x0000889D
GL_WEIGHT_ARRAY_BUFFER_BINDING: GLenum = 0x0000889E
GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING: GLenum = 0x0000889F
GL_READ_ONLY: GLenum = 0x000088B8
GL_WRITE_ONLY: GLenum = 0x000088B9
GL_READ_WRITE: GLenum = 0x000088BA
GL_BUFFER_ACCESS: GLenum = 0x000088BB
GL_BUFFER_MAPPED: GLenum = 0x000088BC
GL_BUFFER_MAP_POINTER: GLenum = 0x000088BD
GL_STREAM_DRAW: GLenum = 0x000088E0
GL_STREAM_READ: GLenum = 0x000088E1
GL_STREAM_COPY: GLenum = 0x000088E2
GL_STATIC_DRAW: GLenum = 0x000088E4
GL_STATIC_READ: GLenum = 0x000088E5
GL_STATIC_COPY: GLenum = 0x000088E6
GL_DYNAMIC_DRAW: GLenum = 0x000088E8
GL_DYNAMIC_READ: GLenum = 0x000088E9
GL_DYNAMIC_COPY: GLenum = 0x000088EA
GL_SAMPLES_PASSED: GLenum = 0x00008914
GL_VERSION_2_0: GLenum = 1
GL_VERTEX_ATTRIB_ARRAY_ENABLED: GLenum = 0x00008622
GL_VERTEX_ATTRIB_ARRAY_SIZE: GLenum = 0x00008623
GL_VERTEX_ATTRIB_ARRAY_STRIDE: GLenum = 0x00008624
GL_VERTEX_ATTRIB_ARRAY_TYPE: GLenum = 0x00008625
GL_CURRENT_VERTEX_ATTRIB: GLenum = 0x00008626
GL_VERTEX_PROGRAM_POINT_SIZE: GLenum = 0x00008642
GL_VERTEX_PROGRAM_TWO_SIDE: GLenum = 0x00008643
GL_VERTEX_ATTRIB_ARRAY_POINTER: GLenum = 0x00008645
GL_STENCIL_BACK_FUNC: GLenum = 0x00008800
GL_STENCIL_BACK_FAIL: GLenum = 0x00008801
GL_STENCIL_BACK_PASS_DEPTH_FAIL: GLenum = 0x00008802
GL_STENCIL_BACK_PASS_DEPTH_PASS: GLenum = 0x00008803
GL_MAX_DRAW_BUFFERS: GLenum = 0x00008824
GL_DRAW_BUFFER0: GLenum = 0x00008825
GL_DRAW_BUFFER1: GLenum = 0x00008826
GL_DRAW_BUFFER2: GLenum = 0x00008827
GL_DRAW_BUFFER3: GLenum = 0x00008828
GL_DRAW_BUFFER4: GLenum = 0x00008829
GL_DRAW_BUFFER5: GLenum = 0x0000882A
GL_DRAW_BUFFER6: GLenum = 0x0000882B
GL_DRAW_BUFFER7: GLenum = 0x0000882C
GL_DRAW_BUFFER8: GLenum = 0x0000882D
GL_DRAW_BUFFER9: GLenum = 0x0000882E
GL_DRAW_BUFFER10: GLenum = 0x0000882F
GL_DRAW_BUFFER11: GLenum = 0x00008830
GL_DRAW_BUFFER12: GLenum = 0x00008831
GL_DRAW_BUFFER13: GLenum = 0x00008832
GL_DRAW_BUFFER14: GLenum = 0x00008833
GL_DRAW_BUFFER15: GLenum = 0x00008834
GL_BLEND_EQUATION_ALPHA: GLenum = 0x0000883D
GL_POINT_SPRITE: GLenum = 0x00008861
GL_COORD_REPLACE: GLenum = 0x00008862
GL_MAX_VERTEX_ATTRIBS: GLenum = 0x00008869
GL_VERTEX_ATTRIB_ARRAY_NORMALIZED: GLenum = 0x0000886A
GL_MAX_TEXTURE_COORDS: GLenum = 0x00008871
GL_MAX_TEXTURE_IMAGE_UNITS: GLenum = 0x00008872
GL_FRAGMENT_SHADER: GLenum = 0x00008B30
GL_VERTEX_SHADER: GLenum = 0x00008B31
GL_MAX_FRAGMENT_UNIFORM_COMPONENTS: GLenum = 0x00008B49
GL_MAX_VERTEX_UNIFORM_COMPONENTS: GLenum = 0x00008B4A
GL_MAX_VARYING_FLOATS: GLenum = 0x00008B4B
GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: GLenum = 0x00008B4C
GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: GLenum = 0x00008B4D
GL_SHADER_TYPE: GLenum = 0x00008B4F
GL_FLOAT_VEC2: GLenum = 0x00008B50
GL_FLOAT_VEC3: GLenum = 0x00008B51
GL_FLOAT_VEC4: GLenum = 0x00008B52
GL_INT_VEC2: GLenum = 0x00008B53
GL_INT_VEC3: GLenum = 0x00008B54
GL_INT_VEC4: GLenum = 0x00008B55
GL_BOOL: GLenum = 0x00008B56
GL_BOOL_VEC2: GLenum = 0x00008B57
GL_BOOL_VEC3: GLenum = 0x00008B58
GL_BOOL_VEC4: GLenum = 0x00008B59
GL_FLOAT_MAT2: GLenum = 0x00008B5A
GL_FLOAT_MAT3: GLenum = 0x00008B5B
GL_FLOAT_MAT4: GLenum = 0x00008B5C
GL_SAMPLER_1D: GLenum = 0x00008B5D
GL_SAMPLER_2D: GLenum = 0x00008B5E
GL_SAMPLER_3D: GLenum = 0x00008B5F
GL_SAMPLER_CUBE: GLenum = 0x00008B60
GL_SAMPLER_1D_SHADOW: GLenum = 0x00008B61
GL_SAMPLER_2D_SHADOW: GLenum = 0x00008B62
GL_DELETE_STATUS: GLenum = 0x00008B80
GL_COMPILE_STATUS: GLenum = 0x00008B81
GL_VALIDATE_STATUS: GLenum = 0x00008B83
GL_INFO_LOG_LENGTH: GLenum = 0x00008B84
GL_ATTACHED_SHADERS: GLenum = 0x00008B85
GL_ACTIVE_UNIFORMS: GLenum = 0x00008B86
GL_ACTIVE_UNIFORM_MAX_LENGTH: GLenum = 0x00008B87
GL_SHADER_SOURCE_LENGTH: GLenum = 0x00008B88
GL_ACTIVE_ATTRIBUTES: GLenum = 0x00008B89
GL_ACTIVE_ATTRIBUTE_MAX_LENGTH: GLenum = 0x00008B8A
GL_FRAGMENT_SHADER_DERIVATIVE_HINT: GLenum = 0x00008B8B
GL_SHADING_LANGUAGE_VERSION: GLenum = 0x00008B8C
GL_CURRENT_PROGRAM: GLenum = 0x00008B8D
GL_POINT_SPRITE_COORD_ORIGIN: GLenum = 0x00008CA0
GL_LOWER_LEFT: GLenum = 0x00008CA1
GL_UPPER_LEFT: GLenum = 0x00008CA2
GL_STENCIL_BACK_REF: GLenum = 0x00008CA3
GL_STENCIL_BACK_VALUE_MASK: GLenum = 0x00008CA4
GL_STENCIL_BACK_WRITEMASK: GLenum = 0x00008CA5
GL_VERSION_2_1: GLenum = 1
GL_CURRENT_RASTER_SECONDARY_COLOR: GLenum = 0x0000845F
GL_PIXEL_PACK_BUFFER: GLenum = 0x000088EB
GL_PIXEL_UNPACK_BUFFER: GLenum = 0x000088EC
GL_PIXEL_PACK_BUFFER_BINDING: GLenum = 0x000088ED
GL_PIXEL_UNPACK_BUFFER_BINDING: GLenum = 0x000088EF
GL_FLOAT_MAT2x3: GLenum = 0x00008B65
GL_FLOAT_MAT2x4: GLenum = 0x00008B66
GL_FLOAT_MAT3x2: GLenum = 0x00008B67
GL_FLOAT_MAT3x4: GLenum = 0x00008B68
GL_FLOAT_MAT4x2: GLenum = 0x00008B69
GL_FLOAT_MAT4x3: GLenum = 0x00008B6A
GL_SRGB: GLenum = 0x00008C40
GL_SRGB8: GLenum = 0x00008C41
GL_SRGB_ALPHA: GLenum = 0x00008C42
GL_SRGB8_ALPHA8: GLenum = 0x00008C43
GL_SLUMINANCE_ALPHA: GLenum = 0x00008C44
GL_SLUMINANCE8_ALPHA8: GLenum = 0x00008C45
GL_SLUMINANCE: GLenum = 0x00008C46
GL_SLUMINANCE8: GLenum = 0x00008C47
GL_COMPRESSED_SRGB: GLenum = 0x00008C48
GL_COMPRESSED_SRGB_ALPHA: GLenum = 0x00008C49
GL_COMPRESSED_SLUMINANCE: GLenum = 0x00008C4A
GL_COMPRESSED_SLUMINANCE_ALPHA: GLenum = 0x00008C4B
GL_VERSION_3_0: GLenum = 1
GL_CLIP_DISTANCE0: GLenum = 0x00003000
GL_CLIP_DISTANCE1: GLenum = 0x00003001
GL_CLIP_DISTANCE2: GLenum = 0x00003002
GL_CLIP_DISTANCE3: GLenum = 0x00003003
GL_CLIP_DISTANCE4: GLenum = 0x00003004
GL_CLIP_DISTANCE5: GLenum = 0x00003005
GL_MAX_CLIP_DISTANCES: GLenum = 0x00000D32
GL_MAX_VARYING_COMPONENTS: GLenum = 0x00008B4B
GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT: GLenum = 0x00000001
GL_MAJOR_VERSION: GLenum = 0x0000821B
GL_MINOR_VERSION: GLenum = 0x0000821C
GL_NUM_EXTENSIONS: GLenum = 0x0000821D
GL_CONTEXT_FLAGS: GLenum = 0x0000821E
GL_DEPTH_BUFFER: GLenum = 0x00008223
GL_STENCIL_BUFFER: GLenum = 0x00008224
GL_RGBA32F: GLenum = 0x00008814
GL_RGB32F: GLenum = 0x00008815
GL_RGBA16F: GLenum = 0x0000881A
GL_RGB16F: GLenum = 0x0000881B
GL_VERTEX_ATTRIB_ARRAY_INTEGER: GLenum = 0x000088FD
GL_MAX_ARRAY_TEXTURE_LAYERS: GLenum = 0x000088FF
GL_MIN_PROGRAM_TEXEL_OFFSET: GLenum = 0x00008904
GL_MAX_PROGRAM_TEXEL_OFFSET: GLenum = 0x00008905
GL_CLAMP_VERTEX_COLOR: GLenum = 0x0000891A
GL_CLAMP_FRAGMENT_COLOR: GLenum = 0x0000891B
GL_CLAMP_READ_COLOR: GLenum = 0x0000891C
GL_FIXED_ONLY: GLenum = 0x0000891D
GL_TEXTURE_RED_TYPE: GLenum = 0x00008C10
GL_TEXTURE_GREEN_TYPE: GLenum = 0x00008C11
GL_TEXTURE_BLUE_TYPE: GLenum = 0x00008C12
GL_TEXTURE_ALPHA_TYPE: GLenum = 0x00008C13
GL_TEXTURE_LUMINANCE_TYPE: GLenum = 0x00008C14
GL_TEXTURE_INTENSITY_TYPE: GLenum = 0x00008C15
GL_TEXTURE_DEPTH_TYPE: GLenum = 0x00008C16
GL_TEXTURE_1D_ARRAY: GLenum = 0x00008C18
GL_PROXY_TEXTURE_1D_ARRAY: GLenum = 0x00008C19
GL_TEXTURE_2D_ARRAY: GLenum = 0x00008C1A
GL_PROXY_TEXTURE_2D_ARRAY: GLenum = 0x00008C1B
GL_TEXTURE_BINDING_1D_ARRAY: GLenum = 0x00008C1C
GL_TEXTURE_BINDING_2D_ARRAY: GLenum = 0x00008C1D
GL_R11F_G11F_B10F: GLenum = 0x00008C3A
GL_UNSIGNED_INT_10F_11F_11F_REV: GLenum = 0x00008C3B
GL_RGB9_E5: GLenum = 0x00008C3D
GL_UNSIGNED_INT_5_9_9_9_REV: GLenum = 0x00008C3E
GL_TEXTURE_SHARED_SIZE: GLenum = 0x00008C3F
GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH: GLenum = 0x00008C76
GL_TRANSFORM_FEEDBACK_BUFFER_MODE: GLenum = 0x00008C7F
GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS: GLenum = 0x00008C80
GL_TRANSFORM_FEEDBACK_VARYINGS: GLenum = 0x00008C83
GL_TRANSFORM_FEEDBACK_BUFFER_START: GLenum = 0x00008C84
GL_TRANSFORM_FEEDBACK_BUFFER_SIZE: GLenum = 0x00008C85
GL_PRIMITIVES_GENERATED: GLenum = 0x00008C87
GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: GLenum = 0x00008C88
GL_RASTERIZER_DISCARD: GLenum = 0x00008C89
GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS: GLenum = 0x00008C8A
GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS: GLenum = 0x00008C8B
GL_INTERLEAVED_ATTRIBS: GLenum = 0x00008C8C
GL_SEPARATE_ATTRIBS: GLenum = 0x00008C8D
GL_TRANSFORM_FEEDBACK_BUFFER: GLenum = 0x00008C8E
GL_TRANSFORM_FEEDBACK_BUFFER_BINDING: GLenum = 0x00008C8F
GL_RGBA32UI: GLenum = 0x00008D70
GL_RGB32UI: GLenum = 0x00008D71
GL_RGBA16UI: GLenum = 0x00008D76
GL_RGB16UI: GLenum = 0x00008D77
GL_RGBA8UI: GLenum = 0x00008D7C
GL_RGB8UI: GLenum = 0x00008D7D
GL_RGBA32I: GLenum = 0x00008D82
GL_RGB32I: GLenum = 0x00008D83
GL_RGBA16I: GLenum = 0x00008D88
GL_RGB16I: GLenum = 0x00008D89
GL_RGBA8I: GLenum = 0x00008D8E
GL_RGB8I: GLenum = 0x00008D8F
GL_RED_INTEGER: GLenum = 0x00008D94
GL_GREEN_INTEGER: GLenum = 0x00008D95
GL_BLUE_INTEGER: GLenum = 0x00008D96
GL_ALPHA_INTEGER: GLenum = 0x00008D97
GL_RGB_INTEGER: GLenum = 0x00008D98
GL_RGBA_INTEGER: GLenum = 0x00008D99
GL_BGR_INTEGER: GLenum = 0x00008D9A
GL_BGRA_INTEGER: GLenum = 0x00008D9B
GL_SAMPLER_1D_ARRAY: GLenum = 0x00008DC0
GL_SAMPLER_2D_ARRAY: GLenum = 0x00008DC1
GL_SAMPLER_1D_ARRAY_SHADOW: GLenum = 0x00008DC3
GL_SAMPLER_2D_ARRAY_SHADOW: GLenum = 0x00008DC4
GL_SAMPLER_CUBE_SHADOW: GLenum = 0x00008DC5
GL_UNSIGNED_INT_VEC2: GLenum = 0x00008DC6
GL_UNSIGNED_INT_VEC3: GLenum = 0x00008DC7
GL_UNSIGNED_INT_VEC4: GLenum = 0x00008DC8
GL_INT_SAMPLER_1D: GLenum = 0x00008DC9
GL_INT_SAMPLER_2D: GLenum = 0x00008DCA
GL_INT_SAMPLER_3D: GLenum = 0x00008DCB
GL_INT_SAMPLER_CUBE: GLenum = 0x00008DCC
GL_INT_SAMPLER_1D_ARRAY: GLenum = 0x00008DCE
GL_INT_SAMPLER_2D_ARRAY: GLenum = 0x00008DCF
GL_UNSIGNED_INT_SAMPLER_1D: GLenum = 0x00008DD1
GL_UNSIGNED_INT_SAMPLER_2D: GLenum = 0x00008DD2
GL_UNSIGNED_INT_SAMPLER_3D: GLenum = 0x00008DD3
GL_UNSIGNED_INT_SAMPLER_CUBE: GLenum = 0x00008DD4
GL_UNSIGNED_INT_SAMPLER_1D_ARRAY: GLenum = 0x00008DD6
GL_UNSIGNED_INT_SAMPLER_2D_ARRAY: GLenum = 0x00008DD7
GL_QUERY_WAIT: GLenum = 0x00008E13
GL_QUERY_NO_WAIT: GLenum = 0x00008E14
GL_QUERY_BY_REGION_WAIT: GLenum = 0x00008E15
GL_QUERY_BY_REGION_NO_WAIT: GLenum = 0x00008E16
GL_VERSION_3_1: GLenum = 1
GL_TEXTURE_RECTANGLE: GLenum = 0x000084F5
GL_TEXTURE_BINDING_RECTANGLE: GLenum = 0x000084F6
GL_PROXY_TEXTURE_RECTANGLE: GLenum = 0x000084F7
GL_MAX_RECTANGLE_TEXTURE_SIZE: GLenum = 0x000084F8
GL_SAMPLER_2D_RECT: GLenum = 0x00008B63
GL_SAMPLER_2D_RECT_SHADOW: GLenum = 0x00008B64
GL_TEXTURE_BUFFER: GLenum = 0x00008C2A
GL_MAX_TEXTURE_BUFFER_SIZE: GLenum = 0x00008C2B
GL_TEXTURE_BINDING_BUFFER: GLenum = 0x00008C2C
GL_TEXTURE_BUFFER_DATA_STORE_BINDING: GLenum = 0x00008C2D
GL_TEXTURE_BUFFER_FORMAT: GLenum = 0x00008C2E
GL_SAMPLER_BUFFER: GLenum = 0x00008DC2
GL_INT_SAMPLER_2D_RECT: GLenum = 0x00008DCD
GL_INT_SAMPLER_BUFFER: GLenum = 0x00008DD0
GL_UNSIGNED_INT_SAMPLER_2D_RECT: GLenum = 0x00008DD5
GL_UNSIGNED_INT_SAMPLER_BUFFER: GLenum = 0x00008DD8
GL_RED_SNORM: GLenum = 0x00008F90
GL_RG_SNORM: GLenum = 0x00008F91
GL_RGB_SNORM: GLenum = 0x00008F92
GL_RGBA_SNORM: GLenum = 0x00008F93
GL_R8_SNORM: GLenum = 0x00008F94
GL_RG8_SNORM: GLenum = 0x00008F95
GL_RGB8_SNORM: GLenum = 0x00008F96
GL_RGBA8_SNORM: GLenum = 0x00008F97
GL_R16_SNORM: GLenum = 0x00008F98
GL_RG16_SNORM: GLenum = 0x00008F99
GL_RGB16_SNORM: GLenum = 0x00008F9A
GL_RGBA16_SNORM: GLenum = 0x00008F9B
GL_SIGNED_NORMALIZED: GLenum = 0x00008F9C
GL_PRIMITIVE_RESTART: GLenum = 0x00008F9D
GL_PRIMITIVE_RESTART_INDEX: GLenum = 0x00008F9E
GL_BUFFER_ACCESS_FLAGS: GLenum = 0x0000911F
GL_BUFFER_MAP_LENGTH: GLenum = 0x00009120
GL_BUFFER_MAP_OFFSET: GLenum = 0x00009121
GL_VERSION_3_2: GLenum = 1
GL_CONTEXT_CORE_PROFILE_BIT: GLenum = 0x00000001
GL_CONTEXT_COMPATIBILITY_PROFILE_BIT: GLenum = 0x00000002
GL_LINES_ADJACENCY: GLenum = 0x0000000A
GL_LINE_STRIP_ADJACENCY: GLenum = 0x0000000B
GL_TRIANGLES_ADJACENCY: GLenum = 0x0000000C
GL_TRIANGLE_STRIP_ADJACENCY: GLenum = 0x0000000D
GL_PROGRAM_POINT_SIZE: GLenum = 0x00008642
GL_GEOMETRY_VERTICES_OUT: GLenum = 0x00008916
GL_GEOMETRY_INPUT_TYPE: GLenum = 0x00008917
GL_GEOMETRY_OUTPUT_TYPE: GLenum = 0x00008918
GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS: GLenum = 0x00008C29
GL_FRAMEBUFFER_ATTACHMENT_LAYERED: GLenum = 0x00008DA7
GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS: GLenum = 0x00008DA8
GL_GEOMETRY_SHADER: GLenum = 0x00008DD9
GL_MAX_GEOMETRY_UNIFORM_COMPONENTS: GLenum = 0x00008DDF
GL_MAX_GEOMETRY_OUTPUT_VERTICES: GLenum = 0x00008DE0
GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS: GLenum = 0x00008DE1
GL_MAX_VERTEX_OUTPUT_COMPONENTS: GLenum = 0x00009122
GL_MAX_GEOMETRY_INPUT_COMPONENTS: GLenum = 0x00009123
GL_MAX_GEOMETRY_OUTPUT_COMPONENTS: GLenum = 0x00009124
GL_MAX_FRAGMENT_INPUT_COMPONENTS: GLenum = 0x00009125
GL_CONTEXT_PROFILE_MASK: GLenum = 0x00009126
GL_VERSION_3_3: GLenum = 1
GL_VERTEX_ATTRIB_ARRAY_DIVISOR: GLenum = 0x000088FE
GL_RGB10_A2UI: GLenum = 0x0000906F
GL_VERSION_4_0: GLenum = 1
GL_SAMPLE_SHADING: GLenum = 0x00008C36
GL_MIN_SAMPLE_SHADING_VALUE: GLenum = 0x00008C37
GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET: GLenum = 0x00008E5E
GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET: GLenum = 0x00008E5F
GL_MAX_PROGRAM_TEXTURE_GATHER_COMPONENTS: GLenum = 0x00008F9F
GL_TEXTURE_CUBE_MAP_ARRAY: GLenum = 0x00009009
GL_TEXTURE_BINDING_CUBE_MAP_ARRAY: GLenum = 0x0000900A
GL_PROXY_TEXTURE_CUBE_MAP_ARRAY: GLenum = 0x0000900B
GL_SAMPLER_CUBE_MAP_ARRAY: GLenum = 0x0000900C
GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW: GLenum = 0x0000900D
GL_INT_SAMPLER_CUBE_MAP_ARRAY: GLenum = 0x0000900E
GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY: GLenum = 0x0000900F
GL_VERSION_4_1: GLenum = 1
GL_VERSION_4_2: GLenum = 1
GL_TRANSFORM_FEEDBACK_PAUSED: GLenum = 0x00008E23
GL_TRANSFORM_FEEDBACK_ACTIVE: GLenum = 0x00008E24
GL_COMPRESSED_RGBA_BPTC_UNORM: GLenum = 0x00008E8C
GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM: GLenum = 0x00008E8D
GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT: GLenum = 0x00008E8E
GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT: GLenum = 0x00008E8F
GL_COPY_READ_BUFFER_BINDING: GLenum = 0x00008F36
GL_COPY_WRITE_BUFFER_BINDING: GLenum = 0x00008F37
GL_VERSION_4_3: GLenum = 1
GL_NUM_SHADING_LANGUAGE_VERSIONS: GLenum = 0x000082E9
GL_VERTEX_ATTRIB_ARRAY_LONG: GLenum = 0x0000874E
GL_VERSION_4_4: GLenum = 1
GL_PRIMITIVE_RESTART_FOR_PATCHES_SUPPORTED: GLenum = 0x00008221
GL_MAX_VERTEX_ATTRIB_STRIDE: GLenum = 0x000082E5
GL_TEXTURE_BUFFER_BINDING: GLenum = 0x00008C2A
GL_VERSION_4_5: GLenum = 1
GL_CONTEXT_FLAG_ROBUST_ACCESS_BIT: GLenum = 0x00000004
GL_VERSION_4_6: GLenum = 1
GL_CONTEXT_FLAG_NO_ERROR_BIT: GLenum = 0x00000008
GL_PARAMETER_BUFFER: GLenum = 0x000080EE
GL_PARAMETER_BUFFER_BINDING: GLenum = 0x000080EF
GL_TRANSFORM_FEEDBACK_OVERFLOW: GLenum = 0x000082EC
GL_TRANSFORM_FEEDBACK_STREAM_OVERFLOW: GLenum = 0x000082ED
GL_VERTICES_SUBMITTED: GLenum = 0x000082EE
GL_PRIMITIVES_SUBMITTED: GLenum = 0x000082EF
GL_VERTEX_SHADER_INVOCATIONS: GLenum = 0x000082F0
GL_TESS_CONTROL_SHADER_PATCHES: GLenum = 0x000082F1
GL_TESS_EVALUATION_SHADER_INVOCATIONS: GLenum = 0x000082F2
GL_GEOMETRY_SHADER_PRIMITIVES_EMITTED: GLenum = 0x000082F3
GL_FRAGMENT_SHADER_INVOCATIONS: GLenum = 0x000082F4
GL_COMPUTE_SHADER_INVOCATIONS: GLenum = 0x000082F5
GL_CLIPPING_INPUT_PRIMITIVES: GLenum = 0x000082F6
GL_CLIPPING_OUTPUT_PRIMITIVES: GLenum = 0x000082F7
GL_TEXTURE_MAX_ANISOTROPY: GLenum = 0x000084FE
GL_MAX_TEXTURE_MAX_ANISOTROPY: GLenum = 0x000084FF
GL_POLYGON_OFFSET_CLAMP: GLenum = 0x00008E1B
GL_SHADER_BINARY_FORMAT_SPIR_V: GLenum = 0x00009551
GL_SPIR_V_BINARY: GLenum = 0x00009552
GL_SPIR_V_EXTENSIONS: GLenum = 0x00009553
GL_NUM_SPIR_V_EXTENSIONS: GLenum = 0x00009554
GL_3DFX_multisample: GLenum = 1
GL_MULTISAMPLE_3DFX: GLenum = 0x000086B2
GL_SAMPLE_BUFFERS_3DFX: GLenum = 0x000086B3
GL_SAMPLES_3DFX: GLenum = 0x000086B4
GL_MULTISAMPLE_BIT_3DFX: GLenum64 = 0x20000000'u
GL_3DFX_tbuffer: GLenum = 1
GL_3DFX_texture_compression_FXT1: GLenum = 1
GL_COMPRESSED_RGB_FXT1_3DFX: GLenum = 0x000086B0
GL_COMPRESSED_RGBA_FXT1_3DFX: GLenum = 0x000086B1
GL_AMD_blend_minmax_factor: GLenum = 1
GL_FACTOR_MIN_AMD: GLenum = 0x0000901C
GL_FACTOR_MAX_AMD: GLenum = 0x0000901D
GL_AMD_compressed_3DC_texture: GLenum = 1
GL_3DC_X_AMD: GLenum = 0x000087F9
GL_3DC_XY_AMD: GLenum = 0x000087FA
GL_AMD_compressed_ATC_texture: GLenum = 1
GL_ATC_RGBA_INTERPOLATED_ALPHA_AMD: GLenum = 0x000087EE
GL_ATC_RGB_AMD: GLenum = 0x00008C92
GL_ATC_RGBA_EXPLICIT_ALPHA_AMD: GLenum = 0x00008C93
GL_AMD_conservative_depth: GLenum = 1
GL_AMD_debug_output: GLenum = 1
GL_MAX_DEBUG_MESSAGE_LENGTH_AMD: GLenum = 0x00009143
GL_MAX_DEBUG_LOGGED_MESSAGES_AMD: GLenum = 0x00009144
GL_DEBUG_LOGGED_MESSAGES_AMD: GLenum = 0x00009145
GL_DEBUG_SEVERITY_HIGH_AMD: GLenum = 0x00009146
GL_DEBUG_SEVERITY_MEDIUM_AMD: GLenum = 0x00009147
GL_DEBUG_SEVERITY_LOW_AMD: GLenum = 0x00009148
GL_DEBUG_CATEGORY_API_ERROR_AMD: GLenum = 0x00009149
GL_DEBUG_CATEGORY_WINDOW_SYSTEM_AMD: GLenum = 0x0000914A
GL_DEBUG_CATEGORY_DEPRECATION_AMD: GLenum = 0x0000914B
GL_DEBUG_CATEGORY_UNDEFINED_BEHAVIOR_AMD: GLenum = 0x0000914C
GL_DEBUG_CATEGORY_PERFORMANCE_AMD: GLenum = 0x0000914D
GL_DEBUG_CATEGORY_SHADER_COMPILER_AMD: GLenum = 0x0000914E
GL_DEBUG_CATEGORY_APPLICATION_AMD: GLenum = 0x0000914F
GL_DEBUG_CATEGORY_OTHER_AMD: GLenum = 0x00009150
GL_AMD_depth_clamp_separate: GLenum = 1
GL_DEPTH_CLAMP_NEAR_AMD: GLenum = 0x0000901E
GL_DEPTH_CLAMP_FAR_AMD: GLenum = 0x0000901F
GL_AMD_draw_buffers_blend: GLenum = 1
GL_AMD_framebuffer_sample_positions: GLenum = 1
GL_SUBSAMPLE_DISTANCE_AMD: GLenum = 0x0000883F
GL_PIXELS_PER_SAMPLE_PATTERN_X_AMD: GLenum = 0x000091AE
GL_PIXELS_PER_SAMPLE_PATTERN_Y_AMD: GLenum = 0x000091AF
GL_ALL_PIXELS_AMD: GLenum64 = 0xFFFFFFFF'u
GL_AMD_gcn_shader: GLenum = 1
GL_AMD_gpu_shader_half_float: GLenum = 1
GL_FLOAT16_NV: GLenum = 0x00008FF8
GL_FLOAT16_VEC2_NV: GLenum = 0x00008FF9
GL_FLOAT16_VEC3_NV: GLenum = 0x00008FFA
GL_FLOAT16_VEC4_NV: GLenum = 0x00008FFB
GL_FLOAT16_MAT2_AMD: GLenum = 0x000091C5
GL_FLOAT16_MAT3_AMD: GLenum = 0x000091C6
GL_FLOAT16_MAT4_AMD: GLenum = 0x000091C7
GL_FLOAT16_MAT2x3_AMD: GLenum = 0x000091C8
GL_FLOAT16_MAT2x4_AMD: GLenum = 0x000091C9
GL_FLOAT16_MAT3x2_AMD: GLenum = 0x000091CA
GL_FLOAT16_MAT3x4_AMD: GLenum = 0x000091CB
GL_FLOAT16_MAT4x2_AMD: GLenum = 0x000091CC
GL_FLOAT16_MAT4x3_AMD: GLenum = 0x000091CD
GL_AMD_gpu_shader_int16: GLenum = 1
GL_AMD_gpu_shader_int64: GLenum = 1
GL_AMD_interleaved_elements: GLenum = 1
GL_RG8UI: GLenum = 0x00008238
GL_RG16UI: GLenum = 0x0000823A
GL_VERTEX_ELEMENT_SWIZZLE_AMD: GLenum = 0x000091A4
GL_VERTEX_ID_SWIZZLE_AMD: GLenum = 0x000091A5
GL_AMD_multi_draw_indirect: GLenum = 1
GL_AMD_name_gen_delete: GLenum = 1
GL_DATA_BUFFER_AMD: GLenum = 0x00009151
GL_PERFORMANCE_MONITOR_AMD: GLenum = 0x00009152
GL_QUERY_OBJECT_AMD: GLenum = 0x00009153
GL_VERTEX_ARRAY_OBJECT_AMD: GLenum = 0x00009154
GL_SAMPLER_OBJECT_AMD: GLenum = 0x00009155
GL_AMD_occlusion_query_event: GLenum = 1
GL_QUERY_DEPTH_PASS_EVENT_BIT_AMD: GLenum = 0x00000001
GL_QUERY_DEPTH_FAIL_EVENT_BIT_AMD: GLenum = 0x00000002
GL_QUERY_STENCIL_FAIL_EVENT_BIT_AMD: GLenum = 0x00000004
GL_QUERY_DEPTH_BOUNDS_FAIL_EVENT_BIT_AMD: GLenum = 0x00000008
GL_OCCLUSION_QUERY_EVENT_MASK_AMD: GLenum = 0x0000874F
GL_QUERY_ALL_EVENT_BITS_AMD: GLenum64 = 0xFFFFFFFF'u
GL_AMD_performance_monitor: GLenum = 1
GL_COUNTER_TYPE_AMD: GLenum = 0x00008BC0
GL_COUNTER_RANGE_AMD: GLenum = 0x00008BC1
GL_UNSIGNED_INT64_AMD: GLenum = 0x00008BC2
GL_PERCENTAGE_AMD: GLenum = 0x00008BC3
GL_PERFMON_RESULT_AVAILABLE_AMD: GLenum = 0x00008BC4
GL_PERFMON_RESULT_SIZE_AMD: GLenum = 0x00008BC5
GL_PERFMON_RESULT_AMD: GLenum = 0x00008BC6
GL_AMD_pinned_memory: GLenum = 1
GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD: GLenum = 0x00009160
GL_AMD_program_binary_Z400: GLenum = 1
GL_Z400_BINARY_AMD: GLenum = 0x00008740
GL_AMD_query_buffer_object: GLenum = 1
GL_QUERY_BUFFER_AMD: GLenum = 0x00009192
GL_QUERY_BUFFER_BINDING_AMD: GLenum = 0x00009193
GL_QUERY_RESULT_NO_WAIT_AMD: GLenum = 0x00009194
GL_AMD_sample_positions: GLenum = 1
GL_AMD_seamless_cubemap_per_texture: GLenum = 1
GL_TEXTURE_CUBE_MAP_SEAMLESS: GLenum = 0x0000884F
GL_AMD_shader_atomic_counter_ops: GLenum = 1
GL_AMD_shader_ballot: GLenum = 1
GL_AMD_shader_explicit_vertex_parameter: GLenum = 1
GL_AMD_shader_stencil_export: GLenum = 1
GL_AMD_shader_stencil_value_export: GLenum = 1
GL_AMD_shader_trinary_minmax: GLenum = 1
GL_AMD_sparse_texture: GLenum = 1
GL_TEXTURE_STORAGE_SPARSE_BIT_AMD: GLenum = 0x00000001
GL_VIRTUAL_PAGE_SIZE_X_AMD: GLenum = 0x00009195
GL_VIRTUAL_PAGE_SIZE_Y_AMD: GLenum = 0x00009196
GL_VIRTUAL_PAGE_SIZE_Z_AMD: GLenum = 0x00009197
GL_MAX_SPARSE_TEXTURE_SIZE_AMD: GLenum = 0x00009198
GL_MAX_SPARSE_3D_TEXTURE_SIZE_AMD: GLenum = 0x00009199
GL_MAX_SPARSE_ARRAY_TEXTURE_LAYERS: GLenum = 0x0000919A
GL_MIN_SPARSE_LEVEL_AMD: GLenum = 0x0000919B
GL_MIN_LOD_WARNING_AMD: GLenum = 0x0000919C
GL_AMD_stencil_operation_extended: GLenum = 1
GL_SET_AMD: GLenum = 0x0000874A
GL_REPLACE_VALUE_AMD: GLenum = 0x0000874B
GL_STENCIL_OP_VALUE_AMD: GLenum = 0x0000874C
GL_STENCIL_BACK_OP_VALUE_AMD: GLenum = 0x0000874D
GL_AMD_texture_gather_bias_lod: GLenum = 1
GL_AMD_texture_texture4: GLenum = 1
GL_AMD_transform_feedback3_lines_triangles: GLenum = 1
GL_AMD_transform_feedback4: GLenum = 1
GL_STREAM_RASTERIZATION_AMD: GLenum = 0x000091A0
GL_AMD_vertex_shader_layer: GLenum = 1
GL_AMD_vertex_shader_tessellator: GLenum = 1
GL_SAMPLER_BUFFER_AMD: GLenum = 0x00009001
GL_INT_SAMPLER_BUFFER_AMD: GLenum = 0x00009002
GL_UNSIGNED_INT_SAMPLER_BUFFER_AMD: GLenum = 0x00009003
GL_TESSELLATION_MODE_AMD: GLenum = 0x00009004
GL_TESSELLATION_FACTOR_AMD: GLenum = 0x00009005
GL_DISCRETE_AMD: GLenum = 0x00009006
GL_CONTINUOUS_AMD: GLenum = 0x00009007
GL_AMD_vertex_shader_viewport_index: GLenum = 1
GL_ANDROID_extension_pack_es31a: GLenum = 1
GL_ANGLE_depth_texture: GLenum = 1
GL_ANGLE_framebuffer_blit: GLenum = 1
GL_DRAW_FRAMEBUFFER_BINDING_ANGLE: GLenum = 0x00008CA6
GL_READ_FRAMEBUFFER_ANGLE: GLenum = 0x00008CA8
GL_DRAW_FRAMEBUFFER_ANGLE: GLenum = 0x00008CA9
GL_READ_FRAMEBUFFER_BINDING_ANGLE: GLenum = 0x00008CAA
GL_ANGLE_framebuffer_multisample: GLenum = 1
GL_RENDERBUFFER_SAMPLES_ANGLE: GLenum = 0x00008CAB
GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_ANGLE: GLenum = 0x00008D56
GL_MAX_SAMPLES_ANGLE: GLenum = 0x00008D57
GL_ANGLE_instanced_arrays: GLenum = 1
GL_VERTEX_ATTRIB_ARRAY_DIVISOR_ANGLE: GLenum = 0x000088FE
GL_ANGLE_pack_reverse_row_order: GLenum = 1
GL_PACK_REVERSE_ROW_ORDER_ANGLE: GLenum = 0x000093A4
GL_ANGLE_program_binary: GLenum = 1
GL_PROGRAM_BINARY_ANGLE: GLenum = 0x000093A6
GL_ANGLE_texture_compression_dxt1: GLenum = 1
GL_COMPRESSED_RGB_S3TC_DXT1_ANGLE: GLenum = 0x000083F0
GL_COMPRESSED_RGBA_S3TC_DXT1_ANGLE: GLenum = 0x000083F1
GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE: GLenum = 0x000083F2
GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE: GLenum = 0x000083F3
GL_ANGLE_texture_compression_dxt3: GLenum = 1
GL_ANGLE_texture_compression_dxt5: GLenum = 1
GL_ANGLE_texture_usage: GLenum = 1
GL_TEXTURE_USAGE_ANGLE: GLenum = 0x000093A2
GL_FRAMEBUFFER_ATTACHMENT_ANGLE: GLenum = 0x000093A3
GL_ANGLE_timer_query: GLenum = 1
GL_QUERY_COUNTER_BITS_ANGLE: GLenum = 0x00008864
GL_CURRENT_QUERY_ANGLE: GLenum = 0x00008865
GL_QUERY_RESULT_ANGLE: GLenum = 0x00008866
GL_QUERY_RESULT_AVAILABLE_ANGLE: GLenum = 0x00008867
GL_TIME_ELAPSED_ANGLE: GLenum = 0x000088BF
GL_TIMESTAMP_ANGLE: GLenum = 0x00008E28
GL_ANGLE_translated_shader_source: GLenum = 1
GL_TRANSLATED_SHADER_SOURCE_LENGTH_ANGLE: GLenum = 0x000093A0
GL_APPLE_aux_depth_stencil: GLenum = 1
GL_AUX_DEPTH_STENCIL_APPLE: GLenum = 0x00008A14
GL_APPLE_client_storage: GLenum = 1
GL_UNPACK_CLIENT_STORAGE_APPLE: GLenum = 0x000085B2
GL_APPLE_clip_distance: GLenum = 1
GL_MAX_CLIP_DISTANCES_APPLE: GLenum = 0x00000D32
GL_CLIP_DISTANCE0_APPLE: GLenum = 0x00003000
GL_CLIP_DISTANCE1_APPLE: GLenum = 0x00003001
GL_CLIP_DISTANCE2_APPLE: GLenum = 0x00003002
GL_CLIP_DISTANCE3_APPLE: GLenum = 0x00003003
GL_CLIP_DISTANCE4_APPLE: GLenum = 0x00003004
GL_CLIP_DISTANCE5_APPLE: GLenum = 0x00003005
GL_CLIP_DISTANCE6_APPLE: GLenum = 0x00003006
GL_CLIP_DISTANCE7_APPLE: GLenum = 0x00003007
GL_APPLE_color_buffer_packed_float: GLenum = 1
GL_APPLE_copy_texture_levels: GLenum = 1
GL_APPLE_element_array: GLenum = 1
GL_ELEMENT_ARRAY_APPLE: GLenum = 0x00008A0C
GL_ELEMENT_ARRAY_TYPE_APPLE: GLenum = 0x00008A0D
GL_ELEMENT_ARRAY_POINTER_APPLE: GLenum = 0x00008A0E
GL_APPLE_fence: GLenum = 1
GL_DRAW_PIXELS_APPLE: GLenum = 0x00008A0A
GL_FENCE_APPLE: GLenum = 0x00008A0B
GL_APPLE_float_pixels: GLenum = 1
GL_HALF_APPLE: GLenum = 0x0000140B
GL_RGBA_FLOAT32_APPLE: GLenum = 0x00008814
GL_RGB_FLOAT32_APPLE: GLenum = 0x00008815
GL_ALPHA_FLOAT32_APPLE: GLenum = 0x00008816
GL_INTENSITY_FLOAT32_APPLE: GLenum = 0x00008817
GL_LUMINANCE_FLOAT32_APPLE: GLenum = 0x00008818
GL_LUMINANCE_ALPHA_FLOAT32_APPLE: GLenum = 0x00008819
GL_RGBA_FLOAT16_APPLE: GLenum = 0x0000881A
GL_RGB_FLOAT16_APPLE: GLenum = 0x0000881B
GL_ALPHA_FLOAT16_APPLE: GLenum = 0x0000881C
GL_INTENSITY_FLOAT16_APPLE: GLenum = 0x0000881D
GL_LUMINANCE_FLOAT16_APPLE: GLenum = 0x0000881E
GL_LUMINANCE_ALPHA_FLOAT16_APPLE: GLenum = 0x0000881F
GL_COLOR_FLOAT_APPLE: GLenum = 0x00008A0F
GL_APPLE_flush_buffer_range: GLenum = 1
GL_BUFFER_SERIALIZED_MODIFY_APPLE: GLenum = 0x00008A12
GL_BUFFER_FLUSHING_UNMAP_APPLE: GLenum = 0x00008A13
GL_APPLE_framebuffer_multisample: GLenum = 1
GL_DRAW_FRAMEBUFFER_BINDING_APPLE: GLenum = 0x00008CA6
GL_READ_FRAMEBUFFER_APPLE: GLenum = 0x00008CA8
GL_DRAW_FRAMEBUFFER_APPLE: GLenum = 0x00008CA9
GL_READ_FRAMEBUFFER_BINDING_APPLE: GLenum = 0x00008CAA
GL_RENDERBUFFER_SAMPLES_APPLE: GLenum = 0x00008CAB
GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_APPLE: GLenum = 0x00008D56
GL_MAX_SAMPLES_APPLE: GLenum = 0x00008D57
GL_APPLE_object_purgeable: GLenum = 1
GL_BUFFER_OBJECT_APPLE: GLenum = 0x000085B3
GL_RELEASED_APPLE: GLenum = 0x00008A19
GL_VOLATILE_APPLE: GLenum = 0x00008A1A
GL_RETAINED_APPLE: GLenum = 0x00008A1B
GL_UNDEFINED_APPLE: GLenum = 0x00008A1C
GL_PURGEABLE_APPLE: GLenum = 0x00008A1D
GL_APPLE_pixel_buffer: GLenum = 1
GL_MIN_PBUFFER_VIEWPORT_DIMS_APPLE: GLenum = 0x00008A10
GL_APPLE_rgb_422: GLenum = 1
GL_UNSIGNED_SHORT_8_8_APPLE: GLenum = 0x000085BA
GL_UNSIGNED_SHORT_8_8_REV_APPLE: GLenum = 0x000085BB
GL_RGB_422_APPLE: GLenum = 0x00008A1F
GL_RGB_RAW_422_APPLE: GLenum = 0x00008A51
GL_APPLE_row_bytes: GLenum = 1
GL_PACK_ROW_BYTES_APPLE: GLenum = 0x00008A15
GL_UNPACK_ROW_BYTES_APPLE: GLenum = 0x00008A16
GL_APPLE_specular_vector: GLenum = 1
GL_LIGHT_MODEL_SPECULAR_VECTOR_APPLE: GLenum = 0x000085B0
GL_APPLE_sync: GLenum = 1
GL_SYNC_FLUSH_COMMANDS_BIT_APPLE: GLenum = 0x00000001
GL_SYNC_OBJECT_APPLE: GLenum = 0x00008A53
GL_MAX_SERVER_WAIT_TIMEOUT_APPLE: GLenum = 0x00009111
GL_OBJECT_TYPE_APPLE: GLenum = 0x00009112
GL_SYNC_CONDITION_APPLE: GLenum = 0x00009113
GL_SYNC_STATUS_APPLE: GLenum = 0x00009114
GL_SYNC_FLAGS_APPLE: GLenum = 0x00009115
GL_SYNC_FENCE_APPLE: GLenum = 0x00009116
GL_SYNC_GPU_COMMANDS_COMPLETE_APPLE: GLenum = 0x00009117
GL_UNSIGNALED_APPLE: GLenum = 0x00009118
GL_SIGNALED_APPLE: GLenum = 0x00009119
GL_ALREADY_SIGNALED_APPLE: GLenum = 0x0000911A
GL_TIMEOUT_EXPIRED_APPLE: GLenum = 0x0000911B
GL_CONDITION_SATISFIED_APPLE: GLenum = 0x0000911C
GL_WAIT_FAILED_APPLE: GLenum = 0x0000911D
GL_APPLE_texture_2D_limited_npot: GLenum = 1
GL_APPLE_texture_format_BGRA8888: GLenum = 1
GL_BGRA_EXT: GLenum = 0x000080E1
GL_BGRA8_EXT: GLenum = 0x000093A1
GL_APPLE_texture_max_level: GLenum = 1
GL_TEXTURE_MAX_LEVEL_APPLE: GLenum = 0x0000813D
GL_APPLE_texture_packed_float: GLenum = 1
GL_R11F_G11F_B10F_APPLE: GLenum = 0x00008C3A
GL_UNSIGNED_INT_10F_11F_11F_REV_APPLE: GLenum = 0x00008C3B
GL_RGB9_E5_APPLE: GLenum = 0x00008C3D
GL_UNSIGNED_INT_5_9_9_9_REV_APPLE: GLenum = 0x00008C3E
GL_APPLE_texture_range: GLenum = 1
GL_TEXTURE_RANGE_LENGTH_APPLE: GLenum = 0x000085B7
GL_TEXTURE_RANGE_POINTER_APPLE: GLenum = 0x000085B8
GL_TEXTURE_STORAGE_HINT_APPLE: GLenum = 0x000085BC
GL_STORAGE_PRIVATE_APPLE: GLenum = 0x000085BD
GL_STORAGE_CACHED_APPLE: GLenum = 0x000085BE
GL_STORAGE_SHARED_APPLE: GLenum = 0x000085BF
GL_APPLE_transform_hint: GLenum = 1
GL_TRANSFORM_HINT_APPLE: GLenum = 0x000085B1
GL_APPLE_vertex_array_object: GLenum = 1
GL_VERTEX_ARRAY_BINDING_APPLE: GLenum = 0x000085B5
GL_APPLE_vertex_array_range: GLenum = 1
GL_VERTEX_ARRAY_RANGE_APPLE: GLenum = 0x0000851D
GL_VERTEX_ARRAY_RANGE_LENGTH_APPLE: GLenum = 0x0000851E
GL_VERTEX_ARRAY_STORAGE_HINT_APPLE: GLenum = 0x0000851F
GL_MAX_VERTEX_ARRAY_RANGE_ELEMENT_APPLE: GLenum = 0x00008520
GL_VERTEX_ARRAY_RANGE_POINTER_APPLE: GLenum = 0x00008521
GL_STORAGE_CLIENT_APPLE: GLenum = 0x000085B4
GL_APPLE_vertex_program_evaluators: GLenum = 1
GL_VERTEX_ATTRIB_MAP1_APPLE: GLenum = 0x00008A00
GL_VERTEX_ATTRIB_MAP2_APPLE: GLenum = 0x00008A01
GL_VERTEX_ATTRIB_MAP1_SIZE_APPLE: GLenum = 0x00008A02
GL_VERTEX_ATTRIB_MAP1_COEFF_APPLE: GLenum = 0x00008A03
GL_VERTEX_ATTRIB_MAP1_ORDER_APPLE: GLenum = 0x00008A04
GL_VERTEX_ATTRIB_MAP1_DOMAIN_APPLE: GLenum = 0x00008A05
GL_VERTEX_ATTRIB_MAP2_SIZE_APPLE: GLenum = 0x00008A06
GL_VERTEX_ATTRIB_MAP2_COEFF_APPLE: GLenum = 0x00008A07
GL_VERTEX_ATTRIB_MAP2_ORDER_APPLE: GLenum = 0x00008A08
GL_VERTEX_ATTRIB_MAP2_DOMAIN_APPLE: GLenum = 0x00008A09
GL_APPLE_ycbcr_422: GLenum = 1
GL_YCBCR_422_APPLE: GLenum = 0x000085B9
GL_ARB_ES2_compatibility: GLenum = 1
GL_FIXED: GLenum = 0x0000140C
GL_IMPLEMENTATION_COLOR_READ_TYPE: GLenum = 0x00008B9A
GL_IMPLEMENTATION_COLOR_READ_FORMAT: GLenum = 0x00008B9B
GL_RGB565: GLenum = 0x00008D62
GL_LOW_FLOAT: GLenum = 0x00008DF0
GL_MEDIUM_FLOAT: GLenum = 0x00008DF1
GL_HIGH_FLOAT: GLenum = 0x00008DF2
GL_LOW_INT: GLenum = 0x00008DF3
GL_MEDIUM_INT: GLenum = 0x00008DF4
GL_HIGH_INT: GLenum = 0x00008DF5
GL_SHADER_BINARY_FORMATS: GLenum = 0x00008DF8
GL_NUM_SHADER_BINARY_FORMATS: GLenum = 0x00008DF9
GL_SHADER_COMPILER: GLenum = 0x00008DFA
GL_MAX_VERTEX_UNIFORM_VECTORS: GLenum = 0x00008DFB
GL_MAX_VARYING_VECTORS: GLenum = 0x00008DFC
GL_MAX_FRAGMENT_UNIFORM_VECTORS: GLenum = 0x00008DFD
GL_ARB_ES3_1_compatibility: GLenum = 1
GL_ARB_ES3_2_compatibility: GLenum = 1
GL_PRIMITIVE_BOUNDING_BOX_ARB: GLenum = 0x000092BE
GL_MULTISAMPLE_LINE_WIDTH_RANGE_ARB: GLenum = 0x00009381
GL_MULTISAMPLE_LINE_WIDTH_GRANULARITY_ARB: GLenum = 0x00009382
GL_ARB_ES3_compatibility: GLenum = 1
GL_TEXTURE_IMMUTABLE_LEVELS: GLenum = 0x000082DF
GL_PRIMITIVE_RESTART_FIXED_INDEX: GLenum = 0x00008D69
GL_ANY_SAMPLES_PASSED_CONSERVATIVE: GLenum = 0x00008D6A
GL_MAX_ELEMENT_INDEX: GLenum = 0x00008D6B
GL_COMPRESSED_R11_EAC: GLenum = 0x00009270
GL_COMPRESSED_SIGNED_R11_EAC: GLenum = 0x00009271
GL_COMPRESSED_RG11_EAC: GLenum = 0x00009272
GL_COMPRESSED_SIGNED_RG11_EAC: GLenum = 0x00009273
GL_COMPRESSED_RGB8_ETC2: GLenum = 0x00009274
GL_COMPRESSED_SRGB8_ETC2: GLenum = 0x00009275
GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2: GLenum = 0x00009276
GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2: GLenum = 0x00009277
GL_COMPRESSED_RGBA8_ETC2_EAC: GLenum = 0x00009278
GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC: GLenum = 0x00009279
GL_ARB_arrays_of_arrays: GLenum = 1
GL_ARB_base_instance: GLenum = 1
GL_ARB_bindless_texture: GLenum = 1
GL_UNSIGNED_INT64_ARB: GLenum = 0x0000140F
GL_ARB_blend_func_extended: GLenum = 1
GL_SRC1_COLOR: GLenum = 0x000088F9
GL_ONE_MINUS_SRC1_COLOR: GLenum = 0x000088FA
GL_ONE_MINUS_SRC1_ALPHA: GLenum = 0x000088FB
GL_MAX_DUAL_SOURCE_DRAW_BUFFERS: GLenum = 0x000088FC
GL_ARB_buffer_storage: GLenum = 1
GL_MAP_READ_BIT: GLenum = 0x00000001
GL_MAP_WRITE_BIT: GLenum = 0x00000002
GL_MAP_PERSISTENT_BIT: GLenum = 0x00000040
GL_MAP_COHERENT_BIT: GLenum = 0x00000080
GL_DYNAMIC_STORAGE_BIT: GLenum = 0x00000100
GL_CLIENT_STORAGE_BIT: GLenum = 0x00000200
GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT: GLenum = 0x00004000
GL_BUFFER_IMMUTABLE_STORAGE: GLenum = 0x0000821F
GL_BUFFER_STORAGE_FLAGS: GLenum = 0x00008220
GL_ARB_cl_event: GLenum = 1
GL_SYNC_CL_EVENT_ARB: GLenum = 0x00008240
GL_SYNC_CL_EVENT_COMPLETE_ARB: GLenum = 0x00008241
GL_ARB_clear_buffer_object: GLenum = 1
GL_ARB_clear_texture: GLenum = 1
GL_CLEAR_TEXTURE: GLenum = 0x00009365
GL_ARB_clip_control: GLenum = 1
GL_CLIP_ORIGIN: GLenum = 0x0000935C
GL_CLIP_DEPTH_MODE: GLenum = 0x0000935D
GL_NEGATIVE_ONE_TO_ONE: GLenum = 0x0000935E
GL_ZERO_TO_ONE: GLenum = 0x0000935F
GL_ARB_color_buffer_float: GLenum = 1
GL_RGBA_FLOAT_MODE_ARB: GLenum = 0x00008820
GL_CLAMP_VERTEX_COLOR_ARB: GLenum = 0x0000891A
GL_CLAMP_FRAGMENT_COLOR_ARB: GLenum = 0x0000891B
GL_CLAMP_READ_COLOR_ARB: GLenum = 0x0000891C
GL_FIXED_ONLY_ARB: GLenum = 0x0000891D
GL_ARB_compatibility: GLenum = 1
GL_ARB_compressed_texture_pixel_storage: GLenum = 1
GL_UNPACK_COMPRESSED_BLOCK_WIDTH: GLenum = 0x00009127
GL_UNPACK_COMPRESSED_BLOCK_HEIGHT: GLenum = 0x00009128
GL_UNPACK_COMPRESSED_BLOCK_DEPTH: GLenum = 0x00009129
GL_UNPACK_COMPRESSED_BLOCK_SIZE: GLenum = 0x0000912A
GL_PACK_COMPRESSED_BLOCK_WIDTH: GLenum = 0x0000912B
GL_PACK_COMPRESSED_BLOCK_HEIGHT: GLenum = 0x0000912C
GL_PACK_COMPRESSED_BLOCK_DEPTH: GLenum = 0x0000912D
GL_PACK_COMPRESSED_BLOCK_SIZE: GLenum = 0x0000912E
GL_ARB_compute_shader: GLenum = 1
GL_COMPUTE_SHADER_BIT: GLenum = 0x00000020
GL_MAX_COMPUTE_SHARED_MEMORY_SIZE: GLenum = 0x00008262
GL_MAX_COMPUTE_UNIFORM_COMPONENTS: GLenum = 0x00008263
GL_MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS: GLenum = 0x00008264
GL_MAX_COMPUTE_ATOMIC_COUNTERS: GLenum = 0x00008265
GL_MAX_COMBINED_COMPUTE_UNIFORM_COMPONENTS: GLenum = 0x00008266
GL_COMPUTE_WORK_GROUP_SIZE: GLenum = 0x00008267
GL_MAX_COMPUTE_WORK_GROUP_INVOCATIONS: GLenum = 0x000090EB
GL_UNIFORM_BLOCK_REFERENCED_BY_COMPUTE_SHADER: GLenum = 0x000090EC
GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_COMPUTE_SHADER: GLenum = 0x000090ED
GL_DISPATCH_INDIRECT_BUFFER: GLenum = 0x000090EE
GL_DISPATCH_INDIRECT_BUFFER_BINDING: GLenum = 0x000090EF
GL_COMPUTE_SHADER: GLenum = 0x000091B9
GL_MAX_COMPUTE_UNIFORM_BLOCKS: GLenum = 0x000091BB
GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS: GLenum = 0x000091BC
GL_MAX_COMPUTE_IMAGE_UNIFORMS: GLenum = 0x000091BD
GL_MAX_COMPUTE_WORK_GROUP_COUNT: GLenum = 0x000091BE
GL_MAX_COMPUTE_WORK_GROUP_SIZE: GLenum = 0x000091BF
GL_ARB_compute_variable_group_size: GLenum = 1
GL_MAX_COMPUTE_FIXED_GROUP_INVOCATIONS_ARB: GLenum = 0x000090EB
GL_MAX_COMPUTE_FIXED_GROUP_SIZE_ARB: GLenum = 0x000091BF
GL_MAX_COMPUTE_VARIABLE_GROUP_INVOCATIONS_ARB: GLenum = 0x00009344
GL_MAX_COMPUTE_VARIABLE_GROUP_SIZE_ARB: GLenum = 0x00009345
GL_ARB_conditional_render_inverted: GLenum = 1
GL_QUERY_WAIT_INVERTED: GLenum = 0x00008E17
GL_QUERY_NO_WAIT_INVERTED: GLenum = 0x00008E18
GL_QUERY_BY_REGION_WAIT_INVERTED: GLenum = 0x00008E19
GL_QUERY_BY_REGION_NO_WAIT_INVERTED: GLenum = 0x00008E1A
GL_ARB_conservative_depth: GLenum = 1
GL_ARB_copy_buffer: GLenum = 1
GL_COPY_READ_BUFFER: GLenum = 0x00008F36
GL_COPY_WRITE_BUFFER: GLenum = 0x00008F37
GL_ARB_copy_image: GLenum = 1
GL_ARB_cull_distance: GLenum = 1
GL_MAX_CULL_DISTANCES: GLenum = 0x000082F9
GL_MAX_COMBINED_CLIP_AND_CULL_DISTANCES: GLenum = 0x000082FA
GL_ARB_debug_output: GLenum = 1
GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB: GLenum = 0x00008242
GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH_ARB: GLenum = 0x00008243
GL_DEBUG_CALLBACK_FUNCTION_ARB: GLenum = 0x00008244
GL_DEBUG_CALLBACK_USER_PARAM_ARB: GLenum = 0x00008245
GL_DEBUG_SOURCE_API_ARB: GLenum = 0x00008246
GL_DEBUG_SOURCE_WINDOW_SYSTEM_ARB: GLenum = 0x00008247
GL_DEBUG_SOURCE_SHADER_COMPILER_ARB: GLenum = 0x00008248
GL_DEBUG_SOURCE_THIRD_PARTY_ARB: GLenum = 0x00008249
GL_DEBUG_SOURCE_APPLICATION_ARB: GLenum = 0x0000824A
GL_DEBUG_SOURCE_OTHER_ARB: GLenum = 0x0000824B
GL_DEBUG_TYPE_ERROR_ARB: GLenum = 0x0000824C
GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB: GLenum = 0x0000824D
GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB: GLenum = 0x0000824E
GL_DEBUG_TYPE_PORTABILITY_ARB: GLenum = 0x0000824F
GL_DEBUG_TYPE_PERFORMANCE_ARB: GLenum = 0x00008250
GL_DEBUG_TYPE_OTHER_ARB: GLenum = 0x00008251
GL_MAX_DEBUG_MESSAGE_LENGTH_ARB: GLenum = 0x00009143
GL_MAX_DEBUG_LOGGED_MESSAGES_ARB: GLenum = 0x00009144
GL_DEBUG_LOGGED_MESSAGES_ARB: GLenum = 0x00009145
GL_DEBUG_SEVERITY_HIGH_ARB: GLenum = 0x00009146
GL_DEBUG_SEVERITY_MEDIUM_ARB: GLenum = 0x00009147
GL_DEBUG_SEVERITY_LOW_ARB: GLenum = 0x00009148
GL_ARB_depth_buffer_float: GLenum = 1
GL_DEPTH_COMPONENT32F: GLenum = 0x00008CAC
GL_DEPTH32F_STENCIL8: GLenum = 0x00008CAD
GL_FLOAT_32_UNSIGNED_INT_24_8_REV: GLenum = 0x00008DAD
GL_ARB_depth_clamp: GLenum = 1
GL_DEPTH_CLAMP: GLenum = 0x0000864F
GL_ARB_depth_texture: GLenum = 1
GL_DEPTH_COMPONENT16_ARB: GLenum = 0x000081A5
GL_DEPTH_COMPONENT24_ARB: GLenum = 0x000081A6
GL_DEPTH_COMPONENT32_ARB: GLenum = 0x000081A7
GL_TEXTURE_DEPTH_SIZE_ARB: GLenum = 0x0000884A
GL_DEPTH_TEXTURE_MODE_ARB: GLenum = 0x0000884B
GL_ARB_derivative_control: GLenum = 1
GL_ARB_direct_state_access: GLenum = 1
GL_TEXTURE_TARGET: GLenum = 0x00001006
GL_QUERY_TARGET: GLenum = 0x000082EA
GL_ARB_draw_buffers: GLenum = 1
GL_MAX_DRAW_BUFFERS_ARB: GLenum = 0x00008824
GL_DRAW_BUFFER0_ARB: GLenum = 0x00008825
GL_DRAW_BUFFER1_ARB: GLenum = 0x00008826
GL_DRAW_BUFFER2_ARB: GLenum = 0x00008827
GL_DRAW_BUFFER3_ARB: GLenum = 0x00008828
GL_DRAW_BUFFER4_ARB: GLenum = 0x00008829
GL_DRAW_BUFFER5_ARB: GLenum = 0x0000882A
GL_DRAW_BUFFER6_ARB: GLenum = 0x0000882B
GL_DRAW_BUFFER7_ARB: GLenum = 0x0000882C
GL_DRAW_BUFFER8_ARB: GLenum = 0x0000882D
GL_DRAW_BUFFER9_ARB: GLenum = 0x0000882E
GL_DRAW_BUFFER10_ARB: GLenum = 0x0000882F
GL_DRAW_BUFFER11_ARB: GLenum = 0x00008830
GL_DRAW_BUFFER12_ARB: GLenum = 0x00008831
GL_DRAW_BUFFER13_ARB: GLenum = 0x00008832
GL_DRAW_BUFFER14_ARB: GLenum = 0x00008833
GL_DRAW_BUFFER15_ARB: GLenum = 0x00008834
GL_ARB_draw_buffers_blend: GLenum = 1
GL_ARB_draw_elements_base_vertex: GLenum = 1
GL_ARB_draw_indirect: GLenum = 1
GL_DRAW_INDIRECT_BUFFER: GLenum = 0x00008F3F
GL_DRAW_INDIRECT_BUFFER_BINDING: GLenum = 0x00008F43
GL_ARB_draw_instanced: GLenum = 1
GL_ARB_enhanced_layouts: GLenum = 1
GL_LOCATION_COMPONENT: GLenum = 0x0000934A
GL_TRANSFORM_FEEDBACK_BUFFER_INDEX: GLenum = 0x0000934B
GL_TRANSFORM_FEEDBACK_BUFFER_STRIDE: GLenum = 0x0000934C
GL_ARB_explicit_attrib_location: GLenum = 1
GL_ARB_explicit_uniform_location: GLenum = 1
GL_MAX_UNIFORM_LOCATIONS: GLenum = 0x0000826E
GL_ARB_fragment_coord_conventions: GLenum = 1
GL_ARB_fragment_layer_viewport: GLenum = 1
GL_ARB_fragment_program: GLenum = 1
GL_FRAGMENT_PROGRAM_ARB: GLenum = 0x00008804
GL_PROGRAM_ALU_INSTRUCTIONS_ARB: GLenum = 0x00008805
GL_PROGRAM_TEX_INSTRUCTIONS_ARB: GLenum = 0x00008806
GL_PROGRAM_TEX_INDIRECTIONS_ARB: GLenum = 0x00008807
GL_PROGRAM_NATIVE_ALU_INSTRUCTIONS_ARB: GLenum = 0x00008808
GL_PROGRAM_NATIVE_TEX_INSTRUCTIONS_ARB: GLenum = 0x00008809
GL_PROGRAM_NATIVE_TEX_INDIRECTIONS_ARB: GLenum = 0x0000880A
GL_MAX_PROGRAM_ALU_INSTRUCTIONS_ARB: GLenum = 0x0000880B
GL_MAX_PROGRAM_TEX_INSTRUCTIONS_ARB: GLenum = 0x0000880C
GL_MAX_PROGRAM_TEX_INDIRECTIONS_ARB: GLenum = 0x0000880D
GL_MAX_PROGRAM_NATIVE_ALU_INSTRUCTIONS_ARB: GLenum = 0x0000880E
GL_MAX_PROGRAM_NATIVE_TEX_INSTRUCTIONS_ARB: GLenum = 0x0000880F
GL_MAX_PROGRAM_NATIVE_TEX_INDIRECTIONS_ARB: GLenum = 0x00008810
GL_MAX_TEXTURE_COORDS_ARB: GLenum = 0x00008871
GL_MAX_TEXTURE_IMAGE_UNITS_ARB: GLenum = 0x00008872
GL_ARB_fragment_program_shadow: GLenum = 1
GL_ARB_fragment_shader: GLenum = 1
GL_FRAGMENT_SHADER_ARB: GLenum = 0x00008B30
GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB: GLenum = 0x00008B49
GL_FRAGMENT_SHADER_DERIVATIVE_HINT_ARB: GLenum = 0x00008B8B
GL_ARB_fragment_shader_interlock: GLenum = 1
GL_ARB_framebuffer_no_attachments: GLenum = 1
GL_FRAMEBUFFER_DEFAULT_WIDTH: GLenum = 0x00009310
GL_FRAMEBUFFER_DEFAULT_HEIGHT: GLenum = 0x00009311
GL_FRAMEBUFFER_DEFAULT_LAYERS: GLenum = 0x00009312
GL_FRAMEBUFFER_DEFAULT_SAMPLES: GLenum = 0x00009313
GL_FRAMEBUFFER_DEFAULT_FIXED_SAMPLE_LOCATIONS: GLenum = 0x00009314
GL_MAX_FRAMEBUFFER_WIDTH: GLenum = 0x00009315
GL_MAX_FRAMEBUFFER_HEIGHT: GLenum = 0x00009316
GL_MAX_FRAMEBUFFER_LAYERS: GLenum = 0x00009317
GL_MAX_FRAMEBUFFER_SAMPLES: GLenum = 0x00009318
GL_ARB_framebuffer_object: GLenum = 1
GL_INVALID_FRAMEBUFFER_OPERATION: GLenum = 0x00000506
GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING: GLenum = 0x00008210
GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE: GLenum = 0x00008211
GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE: GLenum = 0x00008212
GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE: GLenum = 0x00008213
GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE: GLenum = 0x00008214
GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE: GLenum = 0x00008215
GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE: GLenum = 0x00008216
GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE: GLenum = 0x00008217
GL_FRAMEBUFFER_DEFAULT: GLenum = 0x00008218
GL_FRAMEBUFFER_UNDEFINED: GLenum = 0x00008219
GL_DEPTH_STENCIL_ATTACHMENT: GLenum = 0x0000821A
GL_INDEX: GLenum = 0x00008222
GL_MAX_RENDERBUFFER_SIZE: GLenum = 0x000084E8
GL_DEPTH_STENCIL: GLenum = 0x000084F9
GL_UNSIGNED_INT_24_8: GLenum = 0x000084FA
GL_DEPTH24_STENCIL8: GLenum = 0x000088F0
GL_TEXTURE_STENCIL_SIZE: GLenum = 0x000088F1
GL_UNSIGNED_NORMALIZED: GLenum = 0x00008C17
GL_DRAW_FRAMEBUFFER_BINDING: GLenum = 0x00008CA6
GL_FRAMEBUFFER_BINDING: GLenum = 0x00008CA6
GL_RENDERBUFFER_BINDING: GLenum = 0x00008CA7
GL_READ_FRAMEBUFFER: GLenum = 0x00008CA8
GL_DRAW_FRAMEBUFFER: GLenum = 0x00008CA9
GL_READ_FRAMEBUFFER_BINDING: GLenum = 0x00008CAA
GL_RENDERBUFFER_SAMPLES: GLenum = 0x00008CAB
GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE: GLenum = 0x00008CD0
GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME: GLenum = 0x00008CD1
GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL: GLenum = 0x00008CD2
GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE: GLenum = 0x00008CD3
GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER: GLenum = 0x00008CD4
GL_FRAMEBUFFER_COMPLETE: GLenum = 0x00008CD5
GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: GLenum = 0x00008CD6
GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: GLenum = 0x00008CD7
GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER: GLenum = 0x00008CDB
GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER: GLenum = 0x00008CDC
GL_FRAMEBUFFER_UNSUPPORTED: GLenum = 0x00008CDD
GL_MAX_COLOR_ATTACHMENTS: GLenum = 0x00008CDF
GL_COLOR_ATTACHMENT0: GLenum = 0x00008CE0
GL_COLOR_ATTACHMENT1: GLenum = 0x00008CE1
GL_COLOR_ATTACHMENT2: GLenum = 0x00008CE2
GL_COLOR_ATTACHMENT3: GLenum = 0x00008CE3
GL_COLOR_ATTACHMENT4: GLenum = 0x00008CE4
GL_COLOR_ATTACHMENT5: GLenum = 0x00008CE5
GL_COLOR_ATTACHMENT6: GLenum = 0x00008CE6
GL_COLOR_ATTACHMENT7: GLenum = 0x00008CE7
GL_COLOR_ATTACHMENT8: GLenum = 0x00008CE8
GL_COLOR_ATTACHMENT9: GLenum = 0x00008CE9
GL_COLOR_ATTACHMENT10: GLenum = 0x00008CEA
GL_COLOR_ATTACHMENT11: GLenum = 0x00008CEB
GL_COLOR_ATTACHMENT12: GLenum = 0x00008CEC
GL_COLOR_ATTACHMENT13: GLenum = 0x00008CED
GL_COLOR_ATTACHMENT14: GLenum = 0x00008CEE
GL_COLOR_ATTACHMENT15: GLenum = 0x00008CEF
GL_DEPTH_ATTACHMENT: GLenum = 0x00008D00
GL_STENCIL_ATTACHMENT: GLenum = 0x00008D20
GL_FRAMEBUFFER: GLenum = 0x00008D40
GL_RENDERBUFFER: GLenum = 0x00008D41
GL_RENDERBUFFER_WIDTH: GLenum = 0x00008D42
GL_RENDERBUFFER_HEIGHT: GLenum = 0x00008D43
GL_RENDERBUFFER_INTERNAL_FORMAT: GLenum = 0x00008D44
GL_STENCIL_INDEX1: GLenum = 0x00008D46
GL_STENCIL_INDEX4: GLenum = 0x00008D47
GL_STENCIL_INDEX8: GLenum = 0x00008D48
GL_STENCIL_INDEX16: GLenum = 0x00008D49
GL_RENDERBUFFER_RED_SIZE: GLenum = 0x00008D50
GL_RENDERBUFFER_GREEN_SIZE: GLenum = 0x00008D51
GL_RENDERBUFFER_BLUE_SIZE: GLenum = 0x00008D52
GL_RENDERBUFFER_ALPHA_SIZE: GLenum = 0x00008D53
GL_RENDERBUFFER_DEPTH_SIZE: GLenum = 0x00008D54
GL_RENDERBUFFER_STENCIL_SIZE: GLenum = 0x00008D55
GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE: GLenum = 0x00008D56
GL_MAX_SAMPLES: GLenum = 0x00008D57
GL_ARB_framebuffer_sRGB: GLenum = 1
GL_FRAMEBUFFER_SRGB: GLenum = 0x00008DB9
GL_ARB_geometry_shader4: GLenum = 1
GL_LINES_ADJACENCY_ARB: GLenum = 0x0000000A
GL_LINE_STRIP_ADJACENCY_ARB: GLenum = 0x0000000B
GL_TRIANGLES_ADJACENCY_ARB: GLenum = 0x0000000C
GL_TRIANGLE_STRIP_ADJACENCY_ARB: GLenum = 0x0000000D
GL_PROGRAM_POINT_SIZE_ARB: GLenum = 0x00008642
GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_ARB: GLenum = 0x00008C29
GL_FRAMEBUFFER_ATTACHMENT_LAYERED_ARB: GLenum = 0x00008DA7
GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_ARB: GLenum = 0x00008DA8
GL_FRAMEBUFFER_INCOMPLETE_LAYER_COUNT_ARB: GLenum = 0x00008DA9
GL_GEOMETRY_SHADER_ARB: GLenum = 0x00008DD9
GL_GEOMETRY_VERTICES_OUT_ARB: GLenum = 0x00008DDA
GL_GEOMETRY_INPUT_TYPE_ARB: GLenum = 0x00008DDB
GL_GEOMETRY_OUTPUT_TYPE_ARB: GLenum = 0x00008DDC
GL_MAX_GEOMETRY_VARYING_COMPONENTS_ARB: GLenum = 0x00008DDD
GL_MAX_VERTEX_VARYING_COMPONENTS_ARB: GLenum = 0x00008DDE
GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_ARB: GLenum = 0x00008DDF
GL_MAX_GEOMETRY_OUTPUT_VERTICES_ARB: GLenum = 0x00008DE0
GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_ARB: GLenum = 0x00008DE1
GL_ARB_get_program_binary: GLenum = 1
GL_PROGRAM_BINARY_RETRIEVABLE_HINT: GLenum = 0x00008257
GL_PROGRAM_BINARY_LENGTH: GLenum = 0x00008741
GL_NUM_PROGRAM_BINARY_FORMATS: GLenum = 0x000087FE
GL_PROGRAM_BINARY_FORMATS: GLenum = 0x000087FF
GL_ARB_get_texture_sub_image: GLenum = 1
GL_ARB_gl_spirv: GLenum = 1
GL_SHADER_BINARY_FORMAT_SPIR_V_ARB: GLenum = 0x00009551
GL_SPIR_V_BINARY_ARB: GLenum = 0x00009552
GL_ARB_gpu_shader5: GLenum = 1
GL_GEOMETRY_SHADER_INVOCATIONS: GLenum = 0x0000887F
GL_MAX_GEOMETRY_SHADER_INVOCATIONS: GLenum = 0x00008E5A
GL_MIN_FRAGMENT_INTERPOLATION_OFFSET: GLenum = 0x00008E5B
GL_MAX_FRAGMENT_INTERPOLATION_OFFSET: GLenum = 0x00008E5C
GL_FRAGMENT_INTERPOLATION_OFFSET_BITS: GLenum = 0x00008E5D
GL_MAX_VERTEX_STREAMS: GLenum = 0x00008E71
GL_ARB_gpu_shader_fp64: GLenum = 1
GL_DOUBLE_MAT2: GLenum = 0x00008F46
GL_DOUBLE_MAT3: GLenum = 0x00008F47
GL_DOUBLE_MAT4: GLenum = 0x00008F48
GL_DOUBLE_MAT2x3: GLenum = 0x00008F49
GL_DOUBLE_MAT2x4: GLenum = 0x00008F4A
GL_DOUBLE_MAT3x2: GLenum = 0x00008F4B
GL_DOUBLE_MAT3x4: GLenum = 0x00008F4C
GL_DOUBLE_MAT4x2: GLenum = 0x00008F4D
GL_DOUBLE_MAT4x3: GLenum = 0x00008F4E
GL_DOUBLE_VEC2: GLenum = 0x00008FFC
GL_DOUBLE_VEC3: GLenum = 0x00008FFD
GL_DOUBLE_VEC4: GLenum = 0x00008FFE
GL_ARB_gpu_shader_int64: GLenum = 1
GL_INT64_ARB: GLenum = 0x0000140E
GL_INT64_VEC2_ARB: GLenum = 0x00008FE9
GL_INT64_VEC3_ARB: GLenum = 0x00008FEA
GL_INT64_VEC4_ARB: GLenum = 0x00008FEB
GL_UNSIGNED_INT64_VEC2_ARB: GLenum = 0x00008FF5
GL_UNSIGNED_INT64_VEC3_ARB: GLenum = 0x00008FF6
GL_UNSIGNED_INT64_VEC4_ARB: GLenum = 0x00008FF7
GL_ARB_half_float_pixel: GLenum = 1
GL_HALF_FLOAT_ARB: GLenum = 0x0000140B
GL_ARB_half_float_vertex: GLenum = 1
GL_HALF_FLOAT: GLenum = 0x0000140B
GL_ARB_imaging: GLenum = 1
GL_CONSTANT_COLOR: GLenum = 0x00008001
GL_ONE_MINUS_CONSTANT_COLOR: GLenum = 0x00008002
GL_CONSTANT_ALPHA: GLenum = 0x00008003
GL_ONE_MINUS_CONSTANT_ALPHA: GLenum = 0x00008004
GL_BLEND_COLOR: GLenum = 0x00008005
GL_FUNC_ADD: GLenum = 0x00008006
GL_MIN: GLenum = 0x00008007
GL_MAX: GLenum = 0x00008008
GL_BLEND_EQUATION: GLenum = 0x00008009
GL_FUNC_SUBTRACT: GLenum = 0x0000800A
GL_FUNC_REVERSE_SUBTRACT: GLenum = 0x0000800B
GL_CONVOLUTION_1D: GLenum = 0x00008010
GL_CONVOLUTION_2D: GLenum = 0x00008011
GL_SEPARABLE_2D: GLenum = 0x00008012
GL_CONVOLUTION_BORDER_MODE: GLenum = 0x00008013
GL_CONVOLUTION_FILTER_SCALE: GLenum = 0x00008014
GL_CONVOLUTION_FILTER_BIAS: GLenum = 0x00008015
GL_REDUCE: GLenum = 0x00008016
GL_CONVOLUTION_FORMAT: GLenum = 0x00008017
GL_CONVOLUTION_WIDTH: GLenum = 0x00008018
GL_CONVOLUTION_HEIGHT: GLenum = 0x00008019
GL_MAX_CONVOLUTION_WIDTH: GLenum = 0x0000801A
GL_MAX_CONVOLUTION_HEIGHT: GLenum = 0x0000801B
GL_POST_CONVOLUTION_RED_SCALE: GLenum = 0x0000801C
GL_POST_CONVOLUTION_GREEN_SCALE: GLenum = 0x0000801D
GL_POST_CONVOLUTION_BLUE_SCALE: GLenum = 0x0000801E
GL_POST_CONVOLUTION_ALPHA_SCALE: GLenum = 0x0000801F
GL_POST_CONVOLUTION_RED_BIAS: GLenum = 0x00008020
GL_POST_CONVOLUTION_GREEN_BIAS: GLenum = 0x00008021
GL_POST_CONVOLUTION_BLUE_BIAS: GLenum = 0x00008022
GL_POST_CONVOLUTION_ALPHA_BIAS: GLenum = 0x00008023
GL_HISTOGRAM: GLenum = 0x00008024
GL_PROXY_HISTOGRAM: GLenum = 0x00008025
GL_HISTOGRAM_WIDTH: GLenum = 0x00008026
GL_HISTOGRAM_FORMAT: GLenum = 0x00008027
GL_HISTOGRAM_RED_SIZE: GLenum = 0x00008028
GL_HISTOGRAM_GREEN_SIZE: GLenum = 0x00008029
GL_HISTOGRAM_BLUE_SIZE: GLenum = 0x0000802A
GL_HISTOGRAM_ALPHA_SIZE: GLenum = 0x0000802B
GL_HISTOGRAM_LUMINANCE_SIZE: GLenum = 0x0000802C
GL_HISTOGRAM_SINK: GLenum = 0x0000802D
GL_MINMAX: GLenum = 0x0000802E
GL_MINMAX_FORMAT: GLenum = 0x0000802F
GL_MINMAX_SINK: GLenum = 0x00008030
GL_TABLE_TOO_LARGE: GLenum = 0x00008031
GL_COLOR_MATRIX: GLenum = 0x000080B1
GL_COLOR_MATRIX_STACK_DEPTH: GLenum = 0x000080B2
GL_MAX_COLOR_MATRIX_STACK_DEPTH: GLenum = 0x000080B3
GL_POST_COLOR_MATRIX_RED_SCALE: GLenum = 0x000080B4
GL_POST_COLOR_MATRIX_GREEN_SCALE: GLenum = 0x000080B5
GL_POST_COLOR_MATRIX_BLUE_SCALE: GLenum = 0x000080B6
GL_POST_COLOR_MATRIX_ALPHA_SCALE: GLenum = 0x000080B7
GL_POST_COLOR_MATRIX_RED_BIAS: GLenum = 0x000080B8
GL_POST_COLOR_MATRIX_GREEN_BIAS: GLenum = 0x000080B9
GL_POST_COLOR_MATRIX_BLUE_BIAS: GLenum = 0x000080BA
GL_POST_COLOR_MATRIX_ALPHA_BIAS: GLenum = 0x000080BB
GL_COLOR_TABLE: GLenum = 0x000080D0
GL_POST_CONVOLUTION_COLOR_TABLE: GLenum = 0x000080D1
GL_POST_COLOR_MATRIX_COLOR_TABLE: GLenum = 0x000080D2
GL_PROXY_COLOR_TABLE: GLenum = 0x000080D3
GL_PROXY_POST_CONVOLUTION_COLOR_TABLE: GLenum = 0x000080D4
GL_PROXY_POST_COLOR_MATRIX_COLOR_TABLE: GLenum = 0x000080D5
GL_COLOR_TABLE_SCALE: GLenum = 0x000080D6
GL_COLOR_TABLE_BIAS: GLenum = 0x000080D7
GL_COLOR_TABLE_FORMAT: GLenum = 0x000080D8
GL_COLOR_TABLE_WIDTH: GLenum = 0x000080D9
GL_COLOR_TABLE_RED_SIZE: GLenum = 0x000080DA
GL_COLOR_TABLE_GREEN_SIZE: GLenum = 0x000080DB
GL_COLOR_TABLE_BLUE_SIZE: GLenum = 0x000080DC
GL_COLOR_TABLE_ALPHA_SIZE: GLenum = 0x000080DD
GL_COLOR_TABLE_LUMINANCE_SIZE: GLenum = 0x000080DE
GL_COLOR_TABLE_INTENSITY_SIZE: GLenum = 0x000080DF
GL_IGNORE_BORDER: GLenum = 0x00008150
GL_CONSTANT_BORDER: GLenum = 0x00008151
GL_WRAP_BORDER: GLenum = 0x00008152
GL_REPLICATE_BORDER: GLenum = 0x00008153
GL_CONVOLUTION_BORDER_COLOR: GLenum = 0x00008154
GL_ARB_indirect_parameters: GLenum = 1
GL_PARAMETER_BUFFER_ARB: GLenum = 0x000080EE
GL_PARAMETER_BUFFER_BINDING_ARB: GLenum = 0x000080EF
GL_ARB_instanced_arrays: GLenum = 1
GL_VERTEX_ATTRIB_ARRAY_DIVISOR_ARB: GLenum = 0x000088FE
GL_ARB_internalformat_query: GLenum = 1
GL_NUM_SAMPLE_COUNTS: GLenum = 0x00009380
GL_ARB_internalformat_query2: GLenum = 1
GL_INTERNALFORMAT_SUPPORTED: GLenum = 0x0000826F
GL_INTERNALFORMAT_PREFERRED: GLenum = 0x00008270
GL_INTERNALFORMAT_RED_SIZE: GLenum = 0x00008271
GL_INTERNALFORMAT_GREEN_SIZE: GLenum = 0x00008272
GL_INTERNALFORMAT_BLUE_SIZE: GLenum = 0x00008273
GL_INTERNALFORMAT_ALPHA_SIZE: GLenum = 0x00008274
GL_INTERNALFORMAT_DEPTH_SIZE: GLenum = 0x00008275
GL_INTERNALFORMAT_STENCIL_SIZE: GLenum = 0x00008276
GL_INTERNALFORMAT_SHARED_SIZE: GLenum = 0x00008277
GL_INTERNALFORMAT_RED_TYPE: GLenum = 0x00008278
GL_INTERNALFORMAT_GREEN_TYPE: GLenum = 0x00008279
GL_INTERNALFORMAT_BLUE_TYPE: GLenum = 0x0000827A
GL_INTERNALFORMAT_ALPHA_TYPE: GLenum = 0x0000827B
GL_INTERNALFORMAT_DEPTH_TYPE: GLenum = 0x0000827C
GL_INTERNALFORMAT_STENCIL_TYPE: GLenum = 0x0000827D
GL_MAX_WIDTH: GLenum = 0x0000827E
GL_MAX_HEIGHT: GLenum = 0x0000827F
GL_MAX_DEPTH: GLenum = 0x00008280
GL_MAX_LAYERS: GLenum = 0x00008281
GL_MAX_COMBINED_DIMENSIONS: GLenum = 0x00008282
GL_COLOR_COMPONENTS: GLenum = 0x00008283
GL_DEPTH_COMPONENTS: GLenum = 0x00008284
GL_STENCIL_COMPONENTS: GLenum = 0x00008285
GL_COLOR_RENDERABLE: GLenum = 0x00008286
GL_DEPTH_RENDERABLE: GLenum = 0x00008287
GL_STENCIL_RENDERABLE: GLenum = 0x00008288
GL_FRAMEBUFFER_RENDERABLE: GLenum = 0x00008289
GL_FRAMEBUFFER_RENDERABLE_LAYERED: GLenum = 0x0000828A
GL_FRAMEBUFFER_BLEND: GLenum = 0x0000828B
GL_READ_PIXELS: GLenum = 0x0000828C
GL_READ_PIXELS_FORMAT: GLenum = 0x0000828D
GL_READ_PIXELS_TYPE: GLenum = 0x0000828E
GL_TEXTURE_IMAGE_FORMAT: GLenum = 0x0000828F
GL_TEXTURE_IMAGE_TYPE: GLenum = 0x00008290
GL_GET_TEXTURE_IMAGE_FORMAT: GLenum = 0x00008291
GL_GET_TEXTURE_IMAGE_TYPE: GLenum = 0x00008292
GL_MIPMAP: GLenum = 0x00008293
GL_MANUAL_GENERATE_MIPMAP: GLenum = 0x00008294
GL_AUTO_GENERATE_MIPMAP: GLenum = 0x00008295
GL_COLOR_ENCODING: GLenum = 0x00008296
GL_SRGB_READ: GLenum = 0x00008297
GL_SRGB_WRITE: GLenum = 0x00008298
GL_SRGB_DECODE_ARB: GLenum = 0x00008299
GL_FILTER: GLenum = 0x0000829A
GL_VERTEX_TEXTURE: GLenum = 0x0000829B
GL_TESS_CONTROL_TEXTURE: GLenum = 0x0000829C
GL_TESS_EVALUATION_TEXTURE: GLenum = 0x0000829D
GL_GEOMETRY_TEXTURE: GLenum = 0x0000829E
GL_FRAGMENT_TEXTURE: GLenum = 0x0000829F
GL_COMPUTE_TEXTURE: GLenum = 0x000082A0
GL_TEXTURE_SHADOW: GLenum = 0x000082A1
GL_TEXTURE_GATHER: GLenum = 0x000082A2
GL_TEXTURE_GATHER_SHADOW: GLenum = 0x000082A3
GL_SHADER_IMAGE_LOAD: GLenum = 0x000082A4
GL_SHADER_IMAGE_STORE: GLenum = 0x000082A5
GL_SHADER_IMAGE_ATOMIC: GLenum = 0x000082A6
GL_IMAGE_TEXEL_SIZE: GLenum = 0x000082A7
GL_IMAGE_COMPATIBILITY_CLASS: GLenum = 0x000082A8
GL_IMAGE_PIXEL_FORMAT: GLenum = 0x000082A9
GL_IMAGE_PIXEL_TYPE: GLenum = 0x000082AA
GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_TEST: GLenum = 0x000082AC
GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_TEST: GLenum = 0x000082AD
GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_WRITE: GLenum = 0x000082AE
GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_WRITE: GLenum = 0x000082AF
GL_TEXTURE_COMPRESSED_BLOCK_WIDTH: GLenum = 0x000082B1
GL_TEXTURE_COMPRESSED_BLOCK_HEIGHT: GLenum = 0x000082B2
GL_TEXTURE_COMPRESSED_BLOCK_SIZE: GLenum = 0x000082B3
GL_CLEAR_BUFFER: GLenum = 0x000082B4
GL_TEXTURE_VIEW: GLenum = 0x000082B5
GL_VIEW_COMPATIBILITY_CLASS: GLenum = 0x000082B6
GL_FULL_SUPPORT: GLenum = 0x000082B7
GL_CAVEAT_SUPPORT: GLenum = 0x000082B8
GL_IMAGE_CLASS_4_X_32: GLenum = 0x000082B9
GL_IMAGE_CLASS_2_X_32: GLenum = 0x000082BA
GL_IMAGE_CLASS_1_X_32: GLenum = 0x000082BB
GL_IMAGE_CLASS_4_X_16: GLenum = 0x000082BC
GL_IMAGE_CLASS_2_X_16: GLenum = 0x000082BD
GL_IMAGE_CLASS_1_X_16: GLenum = 0x000082BE
GL_IMAGE_CLASS_4_X_8: GLenum = 0x000082BF
GL_IMAGE_CLASS_2_X_8: GLenum = 0x000082C0
GL_IMAGE_CLASS_1_X_8: GLenum = 0x000082C1
GL_IMAGE_CLASS_11_11_10: GLenum = 0x000082C2
GL_IMAGE_CLASS_10_10_10_2: GLenum = 0x000082C3
GL_VIEW_CLASS_128_BITS: GLenum = 0x000082C4
GL_VIEW_CLASS_96_BITS: GLenum = 0x000082C5
GL_VIEW_CLASS_64_BITS: GLenum = 0x000082C6
GL_VIEW_CLASS_48_BITS: GLenum = 0x000082C7
GL_VIEW_CLASS_32_BITS: GLenum = 0x000082C8
GL_VIEW_CLASS_24_BITS: GLenum = 0x000082C9
GL_VIEW_CLASS_16_BITS: GLenum = 0x000082CA
GL_VIEW_CLASS_8_BITS: GLenum = 0x000082CB
GL_VIEW_CLASS_S3TC_DXT1_RGB: GLenum = 0x000082CC
GL_VIEW_CLASS_S3TC_DXT1_RGBA: GLenum = 0x000082CD
GL_VIEW_CLASS_S3TC_DXT3_RGBA: GLenum = 0x000082CE
GL_VIEW_CLASS_S3TC_DXT5_RGBA: GLenum = 0x000082CF
GL_VIEW_CLASS_RGTC1_RED: GLenum = 0x000082D0
GL_VIEW_CLASS_RGTC2_RG: GLenum = 0x000082D1
GL_VIEW_CLASS_BPTC_UNORM: GLenum = 0x000082D2
GL_VIEW_CLASS_BPTC_FLOAT: GLenum = 0x000082D3
GL_ARB_invalidate_subdata: GLenum = 1
GL_ARB_map_buffer_alignment: GLenum = 1
GL_MIN_MAP_BUFFER_ALIGNMENT: GLenum = 0x000090BC
GL_ARB_map_buffer_range: GLenum = 1
GL_MAP_INVALIDATE_RANGE_BIT: GLenum = 0x00000004
GL_MAP_INVALIDATE_BUFFER_BIT: GLenum = 0x00000008
GL_MAP_FLUSH_EXPLICIT_BIT: GLenum = 0x00000010
GL_MAP_UNSYNCHRONIZED_BIT: GLenum = 0x00000020
GL_ARB_matrix_palette: GLenum = 1
GL_MATRIX_PALETTE_ARB: GLenum = 0x00008840
GL_MAX_MATRIX_PALETTE_STACK_DEPTH_ARB: GLenum = 0x00008841
GL_MAX_PALETTE_MATRICES_ARB: GLenum = 0x00008842
GL_CURRENT_PALETTE_MATRIX_ARB: GLenum = 0x00008843
GL_MATRIX_INDEX_ARRAY_ARB: GLenum = 0x00008844
GL_CURRENT_MATRIX_INDEX_ARB: GLenum = 0x00008845
GL_MATRIX_INDEX_ARRAY_SIZE_ARB: GLenum = 0x00008846
GL_MATRIX_INDEX_ARRAY_TYPE_ARB: GLenum = 0x00008847
GL_MATRIX_INDEX_ARRAY_STRIDE_ARB: GLenum = 0x00008848
GL_MATRIX_INDEX_ARRAY_POINTER_ARB: GLenum = 0x00008849
GL_ARB_multi_bind: GLenum = 1
GL_ARB_multi_draw_indirect: GLenum = 1
GL_ARB_multisample: GLenum = 1
GL_MULTISAMPLE_ARB: GLenum = 0x0000809D
GL_SAMPLE_ALPHA_TO_COVERAGE_ARB: GLenum = 0x0000809E
GL_SAMPLE_ALPHA_TO_ONE_ARB: GLenum = 0x0000809F
GL_SAMPLE_COVERAGE_ARB: GLenum = 0x000080A0
GL_SAMPLE_BUFFERS_ARB: GLenum = 0x000080A8
GL_SAMPLES_ARB: GLenum = 0x000080A9
GL_SAMPLE_COVERAGE_VALUE_ARB: GLenum = 0x000080AA
GL_SAMPLE_COVERAGE_INVERT_ARB: GLenum = 0x000080AB
GL_MULTISAMPLE_BIT_ARB: GLenum64 = 0x20000000'u
GL_ARB_multitexture: GLenum = 1
GL_TEXTURE0_ARB: GLenum = 0x000084C0
GL_TEXTURE1_ARB: GLenum = 0x000084C1
GL_TEXTURE2_ARB: GLenum = 0x000084C2
GL_TEXTURE3_ARB: GLenum = 0x000084C3
GL_TEXTURE4_ARB: GLenum = 0x000084C4
GL_TEXTURE5_ARB: GLenum = 0x000084C5
GL_TEXTURE6_ARB: GLenum = 0x000084C6
GL_TEXTURE7_ARB: GLenum = 0x000084C7
GL_TEXTURE8_ARB: GLenum = 0x000084C8
GL_TEXTURE9_ARB: GLenum = 0x000084C9
GL_TEXTURE10_ARB: GLenum = 0x000084CA
GL_TEXTURE11_ARB: GLenum = 0x000084CB
GL_TEXTURE12_ARB: GLenum = 0x000084CC
GL_TEXTURE13_ARB: GLenum = 0x000084CD
GL_TEXTURE14_ARB: GLenum = 0x000084CE
GL_TEXTURE15_ARB: GLenum = 0x000084CF
GL_TEXTURE16_ARB: GLenum = 0x000084D0
GL_TEXTURE17_ARB: GLenum = 0x000084D1
GL_TEXTURE18_ARB: GLenum = 0x000084D2
GL_TEXTURE19_ARB: GLenum = 0x000084D3
GL_TEXTURE20_ARB: GLenum = 0x000084D4
GL_TEXTURE21_ARB: GLenum = 0x000084D5
GL_TEXTURE22_ARB: GLenum = 0x000084D6
GL_TEXTURE23_ARB: GLenum = 0x000084D7
GL_TEXTURE24_ARB: GLenum = 0x000084D8
GL_TEXTURE25_ARB: GLenum = 0x000084D9
GL_TEXTURE26_ARB: GLenum = 0x000084DA
GL_TEXTURE27_ARB: GLenum = 0x000084DB
GL_TEXTURE28_ARB: GLenum = 0x000084DC
GL_TEXTURE29_ARB: GLenum = 0x000084DD
GL_TEXTURE30_ARB: GLenum = 0x000084DE
GL_TEXTURE31_ARB: GLenum = 0x000084DF
GL_ACTIVE_TEXTURE_ARB: GLenum = 0x000084E0
GL_CLIENT_ACTIVE_TEXTURE_ARB: GLenum = 0x000084E1
GL_MAX_TEXTURE_UNITS_ARB: GLenum = 0x000084E2
GL_ARB_occlusion_query: GLenum = 1
GL_QUERY_COUNTER_BITS_ARB: GLenum = 0x00008864
GL_CURRENT_QUERY_ARB: GLenum = 0x00008865
GL_QUERY_RESULT_ARB: GLenum = 0x00008866
GL_QUERY_RESULT_AVAILABLE_ARB: GLenum = 0x00008867
GL_SAMPLES_PASSED_ARB: GLenum = 0x00008914
GL_ARB_occlusion_query2: GLenum = 1
GL_ANY_SAMPLES_PASSED: GLenum = 0x00008C2F
GL_ARB_parallel_shader_compile: GLenum = 1
GL_MAX_SHADER_COMPILER_THREADS_ARB: GLenum = 0x000091B0
GL_COMPLETION_STATUS_ARB: GLenum = 0x000091B1
GL_ARB_pipeline_statistics_query: GLenum = 1
GL_VERTICES_SUBMITTED_ARB: GLenum = 0x000082EE
GL_PRIMITIVES_SUBMITTED_ARB: GLenum = 0x000082EF
GL_VERTEX_SHADER_INVOCATIONS_ARB: GLenum = 0x000082F0
GL_TESS_CONTROL_SHADER_PATCHES_ARB: GLenum = 0x000082F1
GL_TESS_EVALUATION_SHADER_INVOCATIONS_ARB: GLenum = 0x000082F2
GL_GEOMETRY_SHADER_PRIMITIVES_EMITTED_ARB: GLenum = 0x000082F3
GL_FRAGMENT_SHADER_INVOCATIONS_ARB: GLenum = 0x000082F4
GL_COMPUTE_SHADER_INVOCATIONS_ARB: GLenum = 0x000082F5
GL_CLIPPING_INPUT_PRIMITIVES_ARB: GLenum = 0x000082F6
GL_CLIPPING_OUTPUT_PRIMITIVES_ARB: GLenum = 0x000082F7
GL_ARB_pixel_buffer_object: GLenum = 1
GL_PIXEL_PACK_BUFFER_ARB: GLenum = 0x000088EB
GL_PIXEL_UNPACK_BUFFER_ARB: GLenum = 0x000088EC
GL_PIXEL_PACK_BUFFER_BINDING_ARB: GLenum = 0x000088ED
GL_PIXEL_UNPACK_BUFFER_BINDING_ARB: GLenum = 0x000088EF
GL_ARB_point_parameters: GLenum = 1
GL_POINT_SIZE_MIN_ARB: GLenum = 0x00008126
GL_POINT_SIZE_MAX_ARB: GLenum = 0x00008127
GL_POINT_FADE_THRESHOLD_SIZE_ARB: GLenum = 0x00008128
GL_POINT_DISTANCE_ATTENUATION_ARB: GLenum = 0x00008129
GL_ARB_point_sprite: GLenum = 1
GL_POINT_SPRITE_ARB: GLenum = 0x00008861
GL_COORD_REPLACE_ARB: GLenum = 0x00008862
GL_ARB_polygon_offset_clamp: GLenum = 1
GL_ARB_post_depth_coverage: GLenum = 1
GL_ARB_program_interface_query: GLenum = 1
GL_UNIFORM: GLenum = 0x000092E1
GL_UNIFORM_BLOCK: GLenum = 0x000092E2
GL_PROGRAM_INPUT: GLenum = 0x000092E3
GL_PROGRAM_OUTPUT: GLenum = 0x000092E4
GL_BUFFER_VARIABLE: GLenum = 0x000092E5
GL_SHADER_STORAGE_BLOCK: GLenum = 0x000092E6
GL_IS_PER_PATCH: GLenum = 0x000092E7
GL_VERTEX_SUBROUTINE: GLenum = 0x000092E8
GL_TESS_CONTROL_SUBROUTINE: GLenum = 0x000092E9
GL_TESS_EVALUATION_SUBROUTINE: GLenum = 0x000092EA
GL_GEOMETRY_SUBROUTINE: GLenum = 0x000092EB
GL_FRAGMENT_SUBROUTINE: GLenum = 0x000092EC
GL_COMPUTE_SUBROUTINE: GLenum = 0x000092ED
GL_VERTEX_SUBROUTINE_UNIFORM: GLenum = 0x000092EE
GL_TESS_CONTROL_SUBROUTINE_UNIFORM: GLenum = 0x000092EF
GL_TESS_EVALUATION_SUBROUTINE_UNIFORM: GLenum = 0x000092F0
GL_GEOMETRY_SUBROUTINE_UNIFORM: GLenum = 0x000092F1
GL_FRAGMENT_SUBROUTINE_UNIFORM: GLenum = 0x000092F2
GL_COMPUTE_SUBROUTINE_UNIFORM: GLenum = 0x000092F3
GL_TRANSFORM_FEEDBACK_VARYING: GLenum = 0x000092F4
GL_ACTIVE_RESOURCES: GLenum = 0x000092F5
GL_MAX_NAME_LENGTH: GLenum = 0x000092F6
GL_MAX_NUM_ACTIVE_VARIABLES: GLenum = 0x000092F7
GL_MAX_NUM_COMPATIBLE_SUBROUTINES: GLenum = 0x000092F8
GL_NAME_LENGTH: GLenum = 0x000092F9
GL_TYPE: GLenum = 0x000092FA
GL_ARRAY_SIZE: GLenum = 0x000092FB
GL_OFFSET: GLenum = 0x000092FC
GL_BLOCK_INDEX: GLenum = 0x000092FD
GL_ARRAY_STRIDE: GLenum = 0x000092FE
GL_MATRIX_STRIDE: GLenum = 0x000092FF
GL_IS_ROW_MAJOR: GLenum = 0x00009300
GL_ATOMIC_COUNTER_BUFFER_INDEX: GLenum = 0x00009301
GL_BUFFER_BINDING: GLenum = 0x00009302
GL_BUFFER_DATA_SIZE: GLenum = 0x00009303
GL_NUM_ACTIVE_VARIABLES: GLenum = 0x00009304
GL_ACTIVE_VARIABLES: GLenum = 0x00009305
GL_REFERENCED_BY_VERTEX_SHADER: GLenum = 0x00009306
GL_REFERENCED_BY_TESS_CONTROL_SHADER: GLenum = 0x00009307
GL_REFERENCED_BY_TESS_EVALUATION_SHADER: GLenum = 0x00009308
GL_REFERENCED_BY_GEOMETRY_SHADER: GLenum = 0x00009309
GL_REFERENCED_BY_FRAGMENT_SHADER: GLenum = 0x0000930A
GL_REFERENCED_BY_COMPUTE_SHADER: GLenum = 0x0000930B
GL_TOP_LEVEL_ARRAY_SIZE: GLenum = 0x0000930C
GL_TOP_LEVEL_ARRAY_STRIDE: GLenum = 0x0000930D
GL_LOCATION: GLenum = 0x0000930E
GL_LOCATION_INDEX: GLenum = 0x0000930F
GL_ARB_provoking_vertex: GLenum = 1
GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION: GLenum = 0x00008E4C
GL_FIRST_VERTEX_CONVENTION: GLenum = 0x00008E4D
GL_LAST_VERTEX_CONVENTION: GLenum = 0x00008E4E
GL_PROVOKING_VERTEX: GLenum = 0x00008E4F
GL_ARB_query_buffer_object: GLenum = 1
GL_QUERY_BUFFER_BARRIER_BIT: GLenum = 0x00008000
GL_QUERY_BUFFER: GLenum = 0x00009192
GL_QUERY_BUFFER_BINDING: GLenum = 0x00009193
GL_QUERY_RESULT_NO_WAIT: GLenum = 0x00009194
GL_ARB_robust_buffer_access_behavior: GLenum = 1
GL_ARB_robustness: GLenum = 1
GL_CONTEXT_FLAG_ROBUST_ACCESS_BIT_ARB: GLenum = 0x00000004
GL_LOSE_CONTEXT_ON_RESET_ARB: GLenum = 0x00008252
GL_GUILTY_CONTEXT_RESET_ARB: GLenum = 0x00008253
GL_INNOCENT_CONTEXT_RESET_ARB: GLenum = 0x00008254
GL_UNKNOWN_CONTEXT_RESET_ARB: GLenum = 0x00008255
GL_RESET_NOTIFICATION_STRATEGY_ARB: GLenum = 0x00008256
GL_NO_RESET_NOTIFICATION_ARB: GLenum = 0x00008261
GL_ARB_robustness_application_isolation: GLenum = 1
GL_ARB_robustness_share_group_isolation: GLenum = 1
GL_ARB_sample_locations: GLenum = 1
GL_SAMPLE_LOCATION_ARB: GLenum = 0x00008E50
GL_SAMPLE_LOCATION_SUBPIXEL_BITS_ARB: GLenum = 0x0000933D
GL_SAMPLE_LOCATION_PIXEL_GRID_WIDTH_ARB: GLenum = 0x0000933E
GL_SAMPLE_LOCATION_PIXEL_GRID_HEIGHT_ARB: GLenum = 0x0000933F
GL_PROGRAMMABLE_SAMPLE_LOCATION_TABLE_SIZE_ARB: GLenum = 0x00009340
GL_PROGRAMMABLE_SAMPLE_LOCATION_ARB: GLenum = 0x00009341
GL_FRAMEBUFFER_PROGRAMMABLE_SAMPLE_LOCATIONS_ARB: GLenum = 0x00009342
GL_FRAMEBUFFER_SAMPLE_LOCATION_PIXEL_GRID_ARB: GLenum = 0x00009343
GL_ARB_sample_shading: GLenum = 1
GL_SAMPLE_SHADING_ARB: GLenum = 0x00008C36
GL_MIN_SAMPLE_SHADING_VALUE_ARB: GLenum = 0x00008C37
GL_ARB_sampler_objects: GLenum = 1
GL_SAMPLER_BINDING: GLenum = 0x00008919
GL_ARB_seamless_cube_map: GLenum = 1
GL_ARB_seamless_cubemap_per_texture: GLenum = 1
GL_ARB_separate_shader_objects: GLenum = 1
GL_VERTEX_SHADER_BIT: GLenum = 0x00000001
GL_FRAGMENT_SHADER_BIT: GLenum = 0x00000002
GL_GEOMETRY_SHADER_BIT: GLenum = 0x00000004
GL_TESS_CONTROL_SHADER_BIT: GLenum = 0x00000008
GL_TESS_EVALUATION_SHADER_BIT: GLenum = 0x00000010
GL_PROGRAM_SEPARABLE: GLenum = 0x00008258
GL_ACTIVE_PROGRAM: GLenum = 0x00008259
GL_PROGRAM_PIPELINE_BINDING: GLenum = 0x0000825A
GL_ALL_SHADER_BITS: GLenum64 = 0xFFFFFFFF'u
GL_ARB_shader_atomic_counter_ops: GLenum = 1
GL_ARB_shader_atomic_counters: GLenum = 1
GL_ATOMIC_COUNTER_BUFFER: GLenum = 0x000092C0
GL_ATOMIC_COUNTER_BUFFER_BINDING: GLenum = 0x000092C1
GL_ATOMIC_COUNTER_BUFFER_START: GLenum = 0x000092C2
GL_ATOMIC_COUNTER_BUFFER_SIZE: GLenum = 0x000092C3
GL_ATOMIC_COUNTER_BUFFER_DATA_SIZE: GLenum = 0x000092C4
GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTERS: GLenum = 0x000092C5
GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTER_INDICES: GLenum = 0x000092C6
GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_VERTEX_SHADER: GLenum = 0x000092C7
GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_CONTROL_SHADER: GLenum = 0x000092C8
GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_EVALUATION_SHADER: GLenum = 0x000092C9
GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_GEOMETRY_SHADER: GLenum = 0x000092CA
GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_FRAGMENT_SHADER: GLenum = 0x000092CB
GL_MAX_VERTEX_ATOMIC_COUNTER_BUFFERS: GLenum = 0x000092CC
GL_MAX_TESS_CONTROL_ATOMIC_COUNTER_BUFFERS: GLenum = 0x000092CD
GL_MAX_TESS_EVALUATION_ATOMIC_COUNTER_BUFFERS: GLenum = 0x000092CE
GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS: GLenum = 0x000092CF
GL_MAX_FRAGMENT_ATOMIC_COUNTER_BUFFERS: GLenum = 0x000092D0
GL_MAX_COMBINED_ATOMIC_COUNTER_BUFFERS: GLenum = 0x000092D1
GL_MAX_VERTEX_ATOMIC_COUNTERS: GLenum = 0x000092D2
GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS: GLenum = 0x000092D3
GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS: GLenum = 0x000092D4
GL_MAX_GEOMETRY_ATOMIC_COUNTERS: GLenum = 0x000092D5
GL_MAX_FRAGMENT_ATOMIC_COUNTERS: GLenum = 0x000092D6
GL_MAX_COMBINED_ATOMIC_COUNTERS: GLenum = 0x000092D7
GL_MAX_ATOMIC_COUNTER_BUFFER_SIZE: GLenum = 0x000092D8
GL_ACTIVE_ATOMIC_COUNTER_BUFFERS: GLenum = 0x000092D9
GL_UNIFORM_ATOMIC_COUNTER_BUFFER_INDEX: GLenum = 0x000092DA
GL_UNSIGNED_INT_ATOMIC_COUNTER: GLenum = 0x000092DB
GL_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS: GLenum = 0x000092DC
GL_ARB_shader_ballot: GLenum = 1
GL_ARB_shader_bit_encoding: GLenum = 1
GL_ARB_shader_clock: GLenum = 1
GL_ARB_shader_draw_parameters: GLenum = 1
GL_ARB_shader_group_vote: GLenum = 1
GL_ARB_shader_image_load_store: GLenum = 1
GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT: GLenum = 0x00000001
GL_ELEMENT_ARRAY_BARRIER_BIT: GLenum = 0x00000002
GL_UNIFORM_BARRIER_BIT: GLenum = 0x00000004
GL_TEXTURE_FETCH_BARRIER_BIT: GLenum = 0x00000008
GL_SHADER_IMAGE_ACCESS_BARRIER_BIT: GLenum = 0x00000020
GL_COMMAND_BARRIER_BIT: GLenum = 0x00000040
GL_PIXEL_BUFFER_BARRIER_BIT: GLenum = 0x00000080
GL_TEXTURE_UPDATE_BARRIER_BIT: GLenum = 0x00000100
GL_BUFFER_UPDATE_BARRIER_BIT: GLenum = 0x00000200
GL_FRAMEBUFFER_BARRIER_BIT: GLenum = 0x00000400
GL_TRANSFORM_FEEDBACK_BARRIER_BIT: GLenum = 0x00000800
GL_ATOMIC_COUNTER_BARRIER_BIT: GLenum = 0x00001000
GL_MAX_IMAGE_UNITS: GLenum = 0x00008F38
GL_MAX_COMBINED_IMAGE_UNITS_AND_FRAGMENT_OUTPUTS: GLenum = 0x00008F39
GL_IMAGE_BINDING_NAME: GLenum = 0x00008F3A
GL_IMAGE_BINDING_LEVEL: GLenum = 0x00008F3B
GL_IMAGE_BINDING_LAYERED: GLenum = 0x00008F3C
GL_IMAGE_BINDING_LAYER: GLenum = 0x00008F3D
GL_IMAGE_BINDING_ACCESS: GLenum = 0x00008F3E
GL_IMAGE_1D: GLenum = 0x0000904C
GL_IMAGE_2D: GLenum = 0x0000904D
GL_IMAGE_3D: GLenum = 0x0000904E
GL_IMAGE_2D_RECT: GLenum = 0x0000904F
GL_IMAGE_CUBE: GLenum = 0x00009050
GL_IMAGE_BUFFER: GLenum = 0x00009051
GL_IMAGE_1D_ARRAY: GLenum = 0x00009052
GL_IMAGE_2D_ARRAY: GLenum = 0x00009053
GL_IMAGE_CUBE_MAP_ARRAY: GLenum = 0x00009054
GL_IMAGE_2D_MULTISAMPLE: GLenum = 0x00009055
GL_IMAGE_2D_MULTISAMPLE_ARRAY: GLenum = 0x00009056
GL_INT_IMAGE_1D: GLenum = 0x00009057
GL_INT_IMAGE_2D: GLenum = 0x00009058
GL_INT_IMAGE_3D: GLenum = 0x00009059
GL_INT_IMAGE_2D_RECT: GLenum = 0x0000905A
GL_INT_IMAGE_CUBE: GLenum = 0x0000905B
GL_INT_IMAGE_BUFFER: GLenum = 0x0000905C
GL_INT_IMAGE_1D_ARRAY: GLenum = 0x0000905D
GL_INT_IMAGE_2D_ARRAY: GLenum = 0x0000905E
GL_INT_IMAGE_CUBE_MAP_ARRAY: GLenum = 0x0000905F
GL_INT_IMAGE_2D_MULTISAMPLE: GLenum = 0x00009060
GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY: GLenum = 0x00009061
GL_UNSIGNED_INT_IMAGE_1D: GLenum = 0x00009062
GL_UNSIGNED_INT_IMAGE_2D: GLenum = 0x00009063
GL_UNSIGNED_INT_IMAGE_3D: GLenum = 0x00009064
GL_UNSIGNED_INT_IMAGE_2D_RECT: GLenum = 0x00009065
GL_UNSIGNED_INT_IMAGE_CUBE: GLenum = 0x00009066
GL_UNSIGNED_INT_IMAGE_BUFFER: GLenum = 0x00009067
GL_UNSIGNED_INT_IMAGE_1D_ARRAY: GLenum = 0x00009068
GL_UNSIGNED_INT_IMAGE_2D_ARRAY: GLenum = 0x00009069
GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY: GLenum = 0x0000906A
GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE: GLenum = 0x0000906B
GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY: GLenum = 0x0000906C
GL_MAX_IMAGE_SAMPLES: GLenum = 0x0000906D
GL_IMAGE_BINDING_FORMAT: GLenum = 0x0000906E
GL_IMAGE_FORMAT_COMPATIBILITY_TYPE: GLenum = 0x000090C7
GL_IMAGE_FORMAT_COMPATIBILITY_BY_SIZE: GLenum = 0x000090C8
GL_IMAGE_FORMAT_COMPATIBILITY_BY_CLASS: GLenum = 0x000090C9
GL_MAX_VERTEX_IMAGE_UNIFORMS: GLenum = 0x000090CA
GL_MAX_TESS_CONTROL_IMAGE_UNIFORMS: GLenum = 0x000090CB
GL_MAX_TESS_EVALUATION_IMAGE_UNIFORMS: GLenum = 0x000090CC
GL_MAX_GEOMETRY_IMAGE_UNIFORMS: GLenum = 0x000090CD
GL_MAX_FRAGMENT_IMAGE_UNIFORMS: GLenum = 0x000090CE
GL_MAX_COMBINED_IMAGE_UNIFORMS: GLenum = 0x000090CF
GL_ALL_BARRIER_BITS: GLenum64 = 0xFFFFFFFF'u
GL_ARB_shader_image_size: GLenum = 1
GL_ARB_shader_objects: GLenum = 1
GL_PROGRAM_OBJECT_ARB: GLenum = 0x00008B40
GL_SHADER_OBJECT_ARB: GLenum = 0x00008B48
GL_OBJECT_TYPE_ARB: GLenum = 0x00008B4E
GL_OBJECT_SUBTYPE_ARB: GLenum = 0x00008B4F
GL_FLOAT_VEC2_ARB: GLenum = 0x00008B50
GL_FLOAT_VEC3_ARB: GLenum = 0x00008B51
GL_FLOAT_VEC4_ARB: GLenum = 0x00008B52
GL_INT_VEC2_ARB: GLenum = 0x00008B53
GL_INT_VEC3_ARB: GLenum = 0x00008B54
GL_INT_VEC4_ARB: GLenum = 0x00008B55
GL_BOOL_ARB: GLenum = 0x00008B56
GL_BOOL_VEC2_ARB: GLenum = 0x00008B57
GL_BOOL_VEC3_ARB: GLenum = 0x00008B58
GL_BOOL_VEC4_ARB: GLenum = 0x00008B59
GL_FLOAT_MAT2_ARB: GLenum = 0x00008B5A
GL_FLOAT_MAT3_ARB: GLenum = 0x00008B5B
GL_FLOAT_MAT4_ARB: GLenum = 0x00008B5C
GL_SAMPLER_1D_ARB: GLenum = 0x00008B5D
GL_SAMPLER_2D_ARB: GLenum = 0x00008B5E
GL_SAMPLER_3D_ARB: GLenum = 0x00008B5F
GL_SAMPLER_CUBE_ARB: GLenum = 0x00008B60
GL_SAMPLER_1D_SHADOW_ARB: GLenum = 0x00008B61
GL_SAMPLER_2D_SHADOW_ARB: GLenum = 0x00008B62
GL_SAMPLER_2D_RECT_ARB: GLenum = 0x00008B63
GL_SAMPLER_2D_RECT_SHADOW_ARB: GLenum = 0x00008B64
GL_OBJECT_DELETE_STATUS_ARB: GLenum = 0x00008B80
GL_OBJECT_COMPILE_STATUS_ARB: GLenum = 0x00008B81
GL_OBJECT_VALIDATE_STATUS_ARB: GLenum = 0x00008B83
GL_OBJECT_INFO_LOG_LENGTH_ARB: GLenum = 0x00008B84
GL_OBJECT_ATTACHED_OBJECTS_ARB: GLenum = 0x00008B85
GL_OBJECT_ACTIVE_UNIFORMS_ARB: GLenum = 0x00008B86
GL_OBJECT_ACTIVE_UNIFORM_MAX_LENGTH_ARB: GLenum = 0x00008B87
GL_OBJECT_SHADER_SOURCE_LENGTH_ARB: GLenum = 0x00008B88
GL_ARB_shader_precision: GLenum = 1
GL_ARB_shader_stencil_export: GLenum = 1
GL_ARB_shader_storage_buffer_object: GLenum = 1
GL_SHADER_STORAGE_BARRIER_BIT: GLenum = 0x00002000
GL_MAX_COMBINED_SHADER_OUTPUT_RESOURCES: GLenum = 0x00008F39
GL_SHADER_STORAGE_BUFFER: GLenum = 0x000090D2
GL_SHADER_STORAGE_BUFFER_BINDING: GLenum = 0x000090D3
GL_SHADER_STORAGE_BUFFER_START: GLenum = 0x000090D4
GL_SHADER_STORAGE_BUFFER_SIZE: GLenum = 0x000090D5
GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS: GLenum = 0x000090D6
GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS: GLenum = 0x000090D7
GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS: GLenum = 0x000090D8
GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS: GLenum = 0x000090D9
GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS: GLenum = 0x000090DA
GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS: GLenum = 0x000090DB
GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS: GLenum = 0x000090DC
GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS: GLenum = 0x000090DD
GL_MAX_SHADER_STORAGE_BLOCK_SIZE: GLenum = 0x000090DE
GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT: GLenum = 0x000090DF
GL_ARB_shader_subroutine: GLenum = 1
GL_ACTIVE_SUBROUTINES: GLenum = 0x00008DE5
GL_ACTIVE_SUBROUTINE_UNIFORMS: GLenum = 0x00008DE6
GL_MAX_SUBROUTINES: GLenum = 0x00008DE7
GL_MAX_SUBROUTINE_UNIFORM_LOCATIONS: GLenum = 0x00008DE8
GL_ACTIVE_SUBROUTINE_UNIFORM_LOCATIONS: GLenum = 0x00008E47
GL_ACTIVE_SUBROUTINE_MAX_LENGTH: GLenum = 0x00008E48
GL_ACTIVE_SUBROUTINE_UNIFORM_MAX_LENGTH: GLenum = 0x00008E49
GL_NUM_COMPATIBLE_SUBROUTINES: GLenum = 0x00008E4A
GL_COMPATIBLE_SUBROUTINES: GLenum = 0x00008E4B
GL_ARB_shader_texture_image_samples: GLenum = 1
GL_ARB_shader_texture_lod: GLenum = 1
GL_ARB_shader_viewport_layer_array: GLenum = 1
GL_ARB_shading_language_100: GLenum = 1
GL_SHADING_LANGUAGE_VERSION_ARB: GLenum = 0x00008B8C
GL_ARB_shading_language_420pack: GLenum = 1
GL_ARB_shading_language_include: GLenum = 1
GL_SHADER_INCLUDE_ARB: GLenum = 0x00008DAE
GL_NAMED_STRING_LENGTH_ARB: GLenum = 0x00008DE9
GL_NAMED_STRING_TYPE_ARB: GLenum = 0x00008DEA
GL_ARB_shading_language_packing: GLenum = 1
GL_ARB_shadow: GLenum = 1
GL_TEXTURE_COMPARE_MODE_ARB: GLenum = 0x0000884C
GL_TEXTURE_COMPARE_FUNC_ARB: GLenum = 0x0000884D
GL_COMPARE_R_TO_TEXTURE_ARB: GLenum = 0x0000884E
GL_ARB_shadow_ambient: GLenum = 1
GL_TEXTURE_COMPARE_FAIL_VALUE_ARB: GLenum = 0x000080BF
GL_ARB_sparse_buffer: GLenum = 1
GL_SPARSE_STORAGE_BIT_ARB: GLenum = 0x00000400
GL_SPARSE_BUFFER_PAGE_SIZE_ARB: GLenum = 0x000082F8
GL_ARB_sparse_texture: GLenum = 1
GL_VIRTUAL_PAGE_SIZE_X_ARB: GLenum = 0x00009195
GL_VIRTUAL_PAGE_SIZE_Y_ARB: GLenum = 0x00009196
GL_VIRTUAL_PAGE_SIZE_Z_ARB: GLenum = 0x00009197
GL_MAX_SPARSE_TEXTURE_SIZE_ARB: GLenum = 0x00009198
GL_MAX_SPARSE_3D_TEXTURE_SIZE_ARB: GLenum = 0x00009199
GL_MAX_SPARSE_ARRAY_TEXTURE_LAYERS_ARB: GLenum = 0x0000919A
GL_TEXTURE_SPARSE_ARB: GLenum = 0x000091A6
GL_VIRTUAL_PAGE_SIZE_INDEX_ARB: GLenum = 0x000091A7
GL_NUM_VIRTUAL_PAGE_SIZES_ARB: GLenum = 0x000091A8
GL_SPARSE_TEXTURE_FULL_ARRAY_CUBE_MIPMAPS_ARB: GLenum = 0x000091A9
GL_NUM_SPARSE_LEVELS_ARB: GLenum = 0x000091AA
GL_ARB_sparse_texture2: GLenum = 1
GL_ARB_sparse_texture_clamp: GLenum = 1
GL_ARB_spirv_extensions: GLenum = 1
GL_ARB_stencil_texturing: GLenum = 1
GL_DEPTH_STENCIL_TEXTURE_MODE: GLenum = 0x000090EA
GL_ARB_sync: GLenum = 1
GL_SYNC_FLUSH_COMMANDS_BIT: GLenum = 0x00000001
GL_MAX_SERVER_WAIT_TIMEOUT: GLenum = 0x00009111
GL_OBJECT_TYPE: GLenum = 0x00009112
GL_SYNC_CONDITION: GLenum = 0x00009113
GL_SYNC_STATUS: GLenum = 0x00009114
GL_SYNC_FLAGS: GLenum = 0x00009115
GL_SYNC_FENCE: GLenum = 0x00009116
GL_SYNC_GPU_COMMANDS_COMPLETE: GLenum = 0x00009117
GL_UNSIGNALED: GLenum = 0x00009118
GL_SIGNALED: GLenum = 0x00009119
GL_ALREADY_SIGNALED: GLenum = 0x0000911A
GL_TIMEOUT_EXPIRED: GLenum = 0x0000911B
GL_CONDITION_SATISFIED: GLenum = 0x0000911C
GL_WAIT_FAILED: GLenum = 0x0000911D
GL_ARB_tessellation_shader: GLenum = 1
GL_PATCHES: GLenum = 0x0000000E
GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_CONTROL_SHADER: GLenum = 0x000084F0
GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_EVALUATION_SHADER: GLenum = 0x000084F1
GL_MAX_TESS_CONTROL_INPUT_COMPONENTS: GLenum = 0x0000886C
GL_MAX_TESS_EVALUATION_INPUT_COMPONENTS: GLenum = 0x0000886D
GL_MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS: GLenum = 0x00008E1E
GL_MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS: GLenum = 0x00008E1F
GL_PATCH_VERTICES: GLenum = 0x00008E72
GL_PATCH_DEFAULT_INNER_LEVEL: GLenum = 0x00008E73
GL_PATCH_DEFAULT_OUTER_LEVEL: GLenum = 0x00008E74
GL_TESS_CONTROL_OUTPUT_VERTICES: GLenum = 0x00008E75
GL_TESS_GEN_MODE: GLenum = 0x00008E76
GL_TESS_GEN_SPACING: GLenum = 0x00008E77
GL_TESS_GEN_VERTEX_ORDER: GLenum = 0x00008E78
GL_TESS_GEN_POINT_MODE: GLenum = 0x00008E79
GL_ISOLINES: GLenum = 0x00008E7A
GL_FRACTIONAL_ODD: GLenum = 0x00008E7B
GL_FRACTIONAL_EVEN: GLenum = 0x00008E7C
GL_MAX_PATCH_VERTICES: GLenum = 0x00008E7D
GL_MAX_TESS_GEN_LEVEL: GLenum = 0x00008E7E
GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS: GLenum = 0x00008E7F
GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS: GLenum = 0x00008E80
GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS: GLenum = 0x00008E81
GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS: GLenum = 0x00008E82
GL_MAX_TESS_CONTROL_OUTPUT_COMPONENTS: GLenum = 0x00008E83
GL_MAX_TESS_PATCH_COMPONENTS: GLenum = 0x00008E84
GL_MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS: GLenum = 0x00008E85
GL_MAX_TESS_EVALUATION_OUTPUT_COMPONENTS: GLenum = 0x00008E86
GL_TESS_EVALUATION_SHADER: GLenum = 0x00008E87
GL_TESS_CONTROL_SHADER: GLenum = 0x00008E88
GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS: GLenum = 0x00008E89
GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS: GLenum = 0x00008E8A
GL_ARB_texture_barrier: GLenum = 1
GL_ARB_texture_border_clamp: GLenum = 1
GL_CLAMP_TO_BORDER_ARB: GLenum = 0x0000812D
GL_ARB_texture_buffer_object: GLenum = 1
GL_TEXTURE_BUFFER_ARB: GLenum = 0x00008C2A
GL_MAX_TEXTURE_BUFFER_SIZE_ARB: GLenum = 0x00008C2B
GL_TEXTURE_BINDING_BUFFER_ARB: GLenum = 0x00008C2C
GL_TEXTURE_BUFFER_DATA_STORE_BINDING_ARB: GLenum = 0x00008C2D
GL_TEXTURE_BUFFER_FORMAT_ARB: GLenum = 0x00008C2E
GL_ARB_texture_buffer_object_rgb32: GLenum = 1
GL_ARB_texture_buffer_range: GLenum = 1
GL_TEXTURE_BUFFER_OFFSET: GLenum = 0x0000919D
GL_TEXTURE_BUFFER_SIZE: GLenum = 0x0000919E
GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT: GLenum = 0x0000919F
GL_ARB_texture_compression: GLenum = 1
GL_COMPRESSED_ALPHA_ARB: GLenum = 0x000084E9
GL_COMPRESSED_LUMINANCE_ARB: GLenum = 0x000084EA
GL_COMPRESSED_LUMINANCE_ALPHA_ARB: GLenum = 0x000084EB
GL_COMPRESSED_INTENSITY_ARB: GLenum = 0x000084EC
GL_COMPRESSED_RGB_ARB: GLenum = 0x000084ED
GL_COMPRESSED_RGBA_ARB: GLenum = 0x000084EE
GL_TEXTURE_COMPRESSION_HINT_ARB: GLenum = 0x000084EF
GL_TEXTURE_COMPRESSED_IMAGE_SIZE_ARB: GLenum = 0x000086A0
GL_TEXTURE_COMPRESSED_ARB: GLenum = 0x000086A1
GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB: GLenum = 0x000086A2
GL_COMPRESSED_TEXTURE_FORMATS_ARB: GLenum = 0x000086A3
GL_ARB_texture_compression_bptc: GLenum = 1
GL_COMPRESSED_RGBA_BPTC_UNORM_ARB: GLenum = 0x00008E8C
GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB: GLenum = 0x00008E8D
GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB: GLenum = 0x00008E8E
GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB: GLenum = 0x00008E8F
GL_ARB_texture_compression_rgtc: GLenum = 1
GL_COMPRESSED_RED_RGTC1: GLenum = 0x00008DBB
GL_COMPRESSED_SIGNED_RED_RGTC1: GLenum = 0x00008DBC
GL_COMPRESSED_RG_RGTC2: GLenum = 0x00008DBD
GL_COMPRESSED_SIGNED_RG_RGTC2: GLenum = 0x00008DBE
GL_ARB_texture_cube_map: GLenum = 1
GL_NORMAL_MAP_ARB: GLenum = 0x00008511
GL_REFLECTION_MAP_ARB: GLenum = 0x00008512
GL_TEXTURE_CUBE_MAP_ARB: GLenum = 0x00008513
GL_TEXTURE_BINDING_CUBE_MAP_ARB: GLenum = 0x00008514
GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB: GLenum = 0x00008515
GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB: GLenum = 0x00008516
GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB: GLenum = 0x00008517
GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB: GLenum = 0x00008518
GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB: GLenum = 0x00008519
GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB: GLenum = 0x0000851A
GL_PROXY_TEXTURE_CUBE_MAP_ARB: GLenum = 0x0000851B
GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB: GLenum = 0x0000851C
GL_ARB_texture_cube_map_array: GLenum = 1
GL_TEXTURE_CUBE_MAP_ARRAY_ARB: GLenum = 0x00009009
GL_TEXTURE_BINDING_CUBE_MAP_ARRAY_ARB: GLenum = 0x0000900A
GL_PROXY_TEXTURE_CUBE_MAP_ARRAY_ARB: GLenum = 0x0000900B
GL_SAMPLER_CUBE_MAP_ARRAY_ARB: GLenum = 0x0000900C
GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW_ARB: GLenum = 0x0000900D
GL_INT_SAMPLER_CUBE_MAP_ARRAY_ARB: GLenum = 0x0000900E
GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY_ARB: GLenum = 0x0000900F
GL_ARB_texture_env_add: GLenum = 1
GL_ARB_texture_env_combine: GLenum = 1
GL_SUBTRACT_ARB: GLenum = 0x000084E7
GL_COMBINE_ARB: GLenum = 0x00008570
GL_COMBINE_RGB_ARB: GLenum = 0x00008571
GL_COMBINE_ALPHA_ARB: GLenum = 0x00008572
GL_RGB_SCALE_ARB: GLenum = 0x00008573
GL_ADD_SIGNED_ARB: GLenum = 0x00008574
GL_INTERPOLATE_ARB: GLenum = 0x00008575
GL_CONSTANT_ARB: GLenum = 0x00008576
GL_PRIMARY_COLOR_ARB: GLenum = 0x00008577
GL_PREVIOUS_ARB: GLenum = 0x00008578
GL_SOURCE0_RGB_ARB: GLenum = 0x00008580
GL_SOURCE1_RGB_ARB: GLenum = 0x00008581
GL_SOURCE2_RGB_ARB: GLenum = 0x00008582
GL_SOURCE0_ALPHA_ARB: GLenum = 0x00008588
GL_SOURCE1_ALPHA_ARB: GLenum = 0x00008589
GL_SOURCE2_ALPHA_ARB: GLenum = 0x0000858A
GL_OPERAND0_RGB_ARB: GLenum = 0x00008590
GL_OPERAND1_RGB_ARB: GLenum = 0x00008591
GL_OPERAND2_RGB_ARB: GLenum = 0x00008592
GL_OPERAND0_ALPHA_ARB: GLenum = 0x00008598
GL_OPERAND1_ALPHA_ARB: GLenum = 0x00008599
GL_OPERAND2_ALPHA_ARB: GLenum = 0x0000859A
GL_ARB_texture_env_crossbar: GLenum = 1
GL_ARB_texture_env_dot3: GLenum = 1
GL_DOT3_RGB_ARB: GLenum = 0x000086AE
GL_DOT3_RGBA_ARB: GLenum = 0x000086AF
GL_ARB_texture_filter_anisotropic: GLenum = 1
GL_ARB_texture_filter_minmax: GLenum = 1
GL_TEXTURE_REDUCTION_MODE_ARB: GLenum = 0x00009366
GL_WEIGHTED_AVERAGE_ARB: GLenum = 0x00009367
GL_ARB_texture_float: GLenum = 1
GL_RGBA32F_ARB: GLenum = 0x00008814
GL_RGB32F_ARB: GLenum = 0x00008815
GL_ALPHA32F_ARB: GLenum = 0x00008816
GL_INTENSITY32F_ARB: GLenum = 0x00008817
GL_LUMINANCE32F_ARB: GLenum = 0x00008818
GL_LUMINANCE_ALPHA32F_ARB: GLenum = 0x00008819
GL_RGBA16F_ARB: GLenum = 0x0000881A
GL_RGB16F_ARB: GLenum = 0x0000881B
GL_ALPHA16F_ARB: GLenum = 0x0000881C
GL_INTENSITY16F_ARB: GLenum = 0x0000881D
GL_LUMINANCE16F_ARB: GLenum = 0x0000881E
GL_LUMINANCE_ALPHA16F_ARB: GLenum = 0x0000881F
GL_TEXTURE_RED_TYPE_ARB: GLenum = 0x00008C10
GL_TEXTURE_GREEN_TYPE_ARB: GLenum = 0x00008C11
GL_TEXTURE_BLUE_TYPE_ARB: GLenum = 0x00008C12
GL_TEXTURE_ALPHA_TYPE_ARB: GLenum = 0x00008C13
GL_TEXTURE_LUMINANCE_TYPE_ARB: GLenum = 0x00008C14
GL_TEXTURE_INTENSITY_TYPE_ARB: GLenum = 0x00008C15
GL_TEXTURE_DEPTH_TYPE_ARB: GLenum = 0x00008C16
GL_UNSIGNED_NORMALIZED_ARB: GLenum = 0x00008C17
GL_ARB_texture_gather: GLenum = 1
GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET_ARB: GLenum = 0x00008E5E
GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET_ARB: GLenum = 0x00008E5F
GL_MAX_PROGRAM_TEXTURE_GATHER_COMPONENTS_ARB: GLenum = 0x00008F9F
GL_ARB_texture_mirror_clamp_to_edge: GLenum = 1
GL_MIRROR_CLAMP_TO_EDGE: GLenum = 0x00008743
GL_ARB_texture_mirrored_repeat: GLenum = 1
GL_MIRRORED_REPEAT_ARB: GLenum = 0x00008370
GL_ARB_texture_multisample: GLenum = 1
GL_SAMPLE_POSITION: GLenum = 0x00008E50
GL_SAMPLE_MASK: GLenum = 0x00008E51
GL_SAMPLE_MASK_VALUE: GLenum = 0x00008E52
GL_MAX_SAMPLE_MASK_WORDS: GLenum = 0x00008E59
GL_TEXTURE_2D_MULTISAMPLE: GLenum = 0x00009100
GL_PROXY_TEXTURE_2D_MULTISAMPLE: GLenum = 0x00009101
GL_TEXTURE_2D_MULTISAMPLE_ARRAY: GLenum = 0x00009102
GL_PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY: GLenum = 0x00009103
GL_TEXTURE_BINDING_2D_MULTISAMPLE: GLenum = 0x00009104
GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY: GLenum = 0x00009105
GL_TEXTURE_SAMPLES: GLenum = 0x00009106
GL_TEXTURE_FIXED_SAMPLE_LOCATIONS: GLenum = 0x00009107
GL_SAMPLER_2D_MULTISAMPLE: GLenum = 0x00009108
GL_INT_SAMPLER_2D_MULTISAMPLE: GLenum = 0x00009109
GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE: GLenum = 0x0000910A
GL_SAMPLER_2D_MULTISAMPLE_ARRAY: GLenum = 0x0000910B
GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY: GLenum = 0x0000910C
GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY: GLenum = 0x0000910D
GL_MAX_COLOR_TEXTURE_SAMPLES: GLenum = 0x0000910E
GL_MAX_DEPTH_TEXTURE_SAMPLES: GLenum = 0x0000910F
GL_MAX_INTEGER_SAMPLES: GLenum = 0x00009110
GL_ARB_texture_non_power_of_two: GLenum = 1
GL_ARB_texture_query_levels: GLenum = 1
GL_ARB_texture_query_lod: GLenum = 1
GL_ARB_texture_rectangle: GLenum = 1
GL_TEXTURE_RECTANGLE_ARB: GLenum = 0x000084F5
GL_TEXTURE_BINDING_RECTANGLE_ARB: GLenum = 0x000084F6
GL_PROXY_TEXTURE_RECTANGLE_ARB: GLenum = 0x000084F7
GL_MAX_RECTANGLE_TEXTURE_SIZE_ARB: GLenum = 0x000084F8
GL_ARB_texture_rg: GLenum = 1
GL_COMPRESSED_RED: GLenum = 0x00008225
GL_COMPRESSED_RG: GLenum = 0x00008226
GL_RG: GLenum = 0x00008227
GL_RG_INTEGER: GLenum = 0x00008228
GL_R8: GLenum = 0x00008229
GL_R16: GLenum = 0x0000822A
GL_RG8: GLenum = 0x0000822B
GL_RG16: GLenum = 0x0000822C
GL_R16F: GLenum = 0x0000822D
GL_R32F: GLenum = 0x0000822E
GL_RG16F: GLenum = 0x0000822F
GL_RG32F: GLenum = 0x00008230
GL_R8I: GLenum = 0x00008231
GL_R8UI: GLenum = 0x00008232
GL_R16I: GLenum = 0x00008233
GL_R16UI: GLenum = 0x00008234
GL_R32I: GLenum = 0x00008235
GL_R32UI: GLenum = 0x00008236
GL_RG8I: GLenum = 0x00008237
GL_RG16I: GLenum = 0x00008239
GL_RG32I: GLenum = 0x0000823B
GL_RG32UI: GLenum = 0x0000823C
GL_ARB_texture_rgb10_a2ui: GLenum = 1
GL_ARB_texture_stencil8: GLenum = 1
GL_ARB_texture_storage: GLenum = 1
GL_TEXTURE_IMMUTABLE_FORMAT: GLenum = 0x0000912F
GL_ARB_texture_storage_multisample: GLenum = 1
GL_ARB_texture_swizzle: GLenum = 1
GL_TEXTURE_SWIZZLE_R: GLenum = 0x00008E42
GL_TEXTURE_SWIZZLE_G: GLenum = 0x00008E43
GL_TEXTURE_SWIZZLE_B: GLenum = 0x00008E44
GL_TEXTURE_SWIZZLE_A: GLenum = 0x00008E45
GL_TEXTURE_SWIZZLE_RGBA: GLenum = 0x00008E46
GL_ARB_texture_view: GLenum = 1
GL_TEXTURE_VIEW_MIN_LEVEL: GLenum = 0x000082DB
GL_TEXTURE_VIEW_NUM_LEVELS: GLenum = 0x000082DC
GL_TEXTURE_VIEW_MIN_LAYER: GLenum = 0x000082DD
GL_TEXTURE_VIEW_NUM_LAYERS: GLenum = 0x000082DE
GL_ARB_timer_query: GLenum = 1
GL_TIME_ELAPSED: GLenum = 0x000088BF
GL_TIMESTAMP: GLenum = 0x00008E28
GL_ARB_transform_feedback2: GLenum = 1
GL_TRANSFORM_FEEDBACK: GLenum = 0x00008E22
GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED: GLenum = 0x00008E23
GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE: GLenum = 0x00008E24
GL_TRANSFORM_FEEDBACK_BINDING: GLenum = 0x00008E25
GL_ARB_transform_feedback3: GLenum = 1
GL_MAX_TRANSFORM_FEEDBACK_BUFFERS: GLenum = 0x00008E70
GL_ARB_transform_feedback_instanced: GLenum = 1
GL_ARB_transform_feedback_overflow_query: GLenum = 1
GL_TRANSFORM_FEEDBACK_OVERFLOW_ARB: GLenum = 0x000082EC
GL_TRANSFORM_FEEDBACK_STREAM_OVERFLOW_ARB: GLenum = 0x000082ED
GL_ARB_transpose_matrix: GLenum = 1
GL_TRANSPOSE_MODELVIEW_MATRIX_ARB: GLenum = 0x000084E3
GL_TRANSPOSE_PROJECTION_MATRIX_ARB: GLenum = 0x000084E4
GL_TRANSPOSE_TEXTURE_MATRIX_ARB: GLenum = 0x000084E5
GL_TRANSPOSE_COLOR_MATRIX_ARB: GLenum = 0x000084E6
GL_ARB_uniform_buffer_object: GLenum = 1
GL_UNIFORM_BUFFER: GLenum = 0x00008A11
GL_UNIFORM_BUFFER_BINDING: GLenum = 0x00008A28
GL_UNIFORM_BUFFER_START: GLenum = 0x00008A29
GL_UNIFORM_BUFFER_SIZE: GLenum = 0x00008A2A
GL_MAX_VERTEX_UNIFORM_BLOCKS: GLenum = 0x00008A2B
GL_MAX_GEOMETRY_UNIFORM_BLOCKS: GLenum = 0x00008A2C
GL_MAX_FRAGMENT_UNIFORM_BLOCKS: GLenum = 0x00008A2D
GL_MAX_COMBINED_UNIFORM_BLOCKS: GLenum = 0x00008A2E
GL_MAX_UNIFORM_BUFFER_BINDINGS: GLenum = 0x00008A2F
GL_MAX_UNIFORM_BLOCK_SIZE: GLenum = 0x00008A30
GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS: GLenum = 0x00008A31
GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS: GLenum = 0x00008A32
GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS: GLenum = 0x00008A33
GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT: GLenum = 0x00008A34
GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH: GLenum = 0x00008A35
GL_ACTIVE_UNIFORM_BLOCKS: GLenum = 0x00008A36
GL_UNIFORM_TYPE: GLenum = 0x00008A37
GL_UNIFORM_SIZE: GLenum = 0x00008A38
GL_UNIFORM_NAME_LENGTH: GLenum = 0x00008A39
GL_UNIFORM_BLOCK_INDEX: GLenum = 0x00008A3A
GL_UNIFORM_OFFSET: GLenum = 0x00008A3B
GL_UNIFORM_ARRAY_STRIDE: GLenum = 0x00008A3C
GL_UNIFORM_MATRIX_STRIDE: GLenum = 0x00008A3D
GL_UNIFORM_IS_ROW_MAJOR: GLenum = 0x00008A3E
GL_UNIFORM_BLOCK_BINDING: GLenum = 0x00008A3F
GL_UNIFORM_BLOCK_DATA_SIZE: GLenum = 0x00008A40
GL_UNIFORM_BLOCK_NAME_LENGTH: GLenum = 0x00008A41
GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS: GLenum = 0x00008A42
GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES: GLenum = 0x00008A43
GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER: GLenum = 0x00008A44
GL_UNIFORM_BLOCK_REFERENCED_BY_GEOMETRY_SHADER: GLenum = 0x00008A45
GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER: GLenum = 0x00008A46
GL_INVALID_INDEX: GLenum64 = 0xFFFFFFFF'u
GL_ARB_vertex_array_bgra: GLenum = 1
GL_ARB_vertex_array_object: GLenum = 1
GL_VERTEX_ARRAY_BINDING: GLenum = 0x000085B5
GL_ARB_vertex_attrib_64bit: GLenum = 1
GL_ARB_vertex_attrib_binding: GLenum = 1
GL_VERTEX_ATTRIB_BINDING: GLenum = 0x000082D4
GL_VERTEX_ATTRIB_RELATIVE_OFFSET: GLenum = 0x000082D5
GL_VERTEX_BINDING_DIVISOR: GLenum = 0x000082D6
GL_VERTEX_BINDING_OFFSET: GLenum = 0x000082D7
GL_VERTEX_BINDING_STRIDE: GLenum = 0x000082D8
GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET: GLenum = 0x000082D9
GL_MAX_VERTEX_ATTRIB_BINDINGS: GLenum = 0x000082DA
GL_VERTEX_BINDING_BUFFER: GLenum = 0x00008F4F
GL_ARB_vertex_blend: GLenum = 1
GL_MODELVIEW0_ARB: GLenum = 0x00001700
GL_MODELVIEW1_ARB: GLenum = 0x0000850A
GL_MAX_VERTEX_UNITS_ARB: GLenum = 0x000086A4
GL_ACTIVE_VERTEX_UNITS_ARB: GLenum = 0x000086A5
GL_WEIGHT_SUM_UNITY_ARB: GLenum = 0x000086A6
GL_VERTEX_BLEND_ARB: GLenum = 0x000086A7
GL_CURRENT_WEIGHT_ARB: GLenum = 0x000086A8
GL_WEIGHT_ARRAY_TYPE_ARB: GLenum = 0x000086A9
GL_WEIGHT_ARRAY_STRIDE_ARB: GLenum = 0x000086AA
GL_WEIGHT_ARRAY_SIZE_ARB: GLenum = 0x000086AB
GL_WEIGHT_ARRAY_POINTER_ARB: GLenum = 0x000086AC
GL_WEIGHT_ARRAY_ARB: GLenum = 0x000086AD
GL_MODELVIEW2_ARB: GLenum = 0x00008722
GL_MODELVIEW3_ARB: GLenum = 0x00008723
GL_MODELVIEW4_ARB: GLenum = 0x00008724
GL_MODELVIEW5_ARB: GLenum = 0x00008725
GL_MODELVIEW6_ARB: GLenum = 0x00008726
GL_MODELVIEW7_ARB: GLenum = 0x00008727
GL_MODELVIEW8_ARB: GLenum = 0x00008728
GL_MODELVIEW9_ARB: GLenum = 0x00008729
GL_MODELVIEW10_ARB: GLenum = 0x0000872A
GL_MODELVIEW11_ARB: GLenum = 0x0000872B
GL_MODELVIEW12_ARB: GLenum = 0x0000872C
GL_MODELVIEW13_ARB: GLenum = 0x0000872D
GL_MODELVIEW14_ARB: GLenum = 0x0000872E
GL_MODELVIEW15_ARB: GLenum = 0x0000872F
GL_MODELVIEW16_ARB: GLenum = 0x00008730
GL_MODELVIEW17_ARB: GLenum = 0x00008731
GL_MODELVIEW18_ARB: GLenum = 0x00008732
GL_MODELVIEW19_ARB: GLenum = 0x00008733
GL_MODELVIEW20_ARB: GLenum = 0x00008734
GL_MODELVIEW21_ARB: GLenum = 0x00008735
GL_MODELVIEW22_ARB: GLenum = 0x00008736
GL_MODELVIEW23_ARB: GLenum = 0x00008737
GL_MODELVIEW24_ARB: GLenum = 0x00008738
GL_MODELVIEW25_ARB: GLenum = 0x00008739
GL_MODELVIEW26_ARB: GLenum = 0x0000873A
GL_MODELVIEW27_ARB: GLenum = 0x0000873B
GL_MODELVIEW28_ARB: GLenum = 0x0000873C
GL_MODELVIEW29_ARB: GLenum = 0x0000873D
GL_MODELVIEW30_ARB: GLenum = 0x0000873E
GL_MODELVIEW31_ARB: GLenum = 0x0000873F
GL_ARB_vertex_buffer_object: GLenum = 1
GL_BUFFER_SIZE_ARB: GLenum = 0x00008764
GL_BUFFER_USAGE_ARB: GLenum = 0x00008765
GL_ARRAY_BUFFER_ARB: GLenum = 0x00008892
GL_ELEMENT_ARRAY_BUFFER_ARB: GLenum = 0x00008893
GL_ARRAY_BUFFER_BINDING_ARB: GLenum = 0x00008894
GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB: GLenum = 0x00008895
GL_VERTEX_ARRAY_BUFFER_BINDING_ARB: GLenum = 0x00008896
GL_NORMAL_ARRAY_BUFFER_BINDING_ARB: GLenum = 0x00008897
GL_COLOR_ARRAY_BUFFER_BINDING_ARB: GLenum = 0x00008898
GL_INDEX_ARRAY_BUFFER_BINDING_ARB: GLenum = 0x00008899
GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB: GLenum = 0x0000889A
GL_EDGE_FLAG_ARRAY_BUFFER_BINDING_ARB: GLenum = 0x0000889B
GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING_ARB: GLenum = 0x0000889C
GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING_ARB: GLenum = 0x0000889D
GL_WEIGHT_ARRAY_BUFFER_BINDING_ARB: GLenum = 0x0000889E
GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB: GLenum = 0x0000889F
GL_READ_ONLY_ARB: GLenum = 0x000088B8
GL_WRITE_ONLY_ARB: GLenum = 0x000088B9
GL_READ_WRITE_ARB: GLenum = 0x000088BA
GL_BUFFER_ACCESS_ARB: GLenum = 0x000088BB
GL_BUFFER_MAPPED_ARB: GLenum = 0x000088BC
GL_BUFFER_MAP_POINTER_ARB: GLenum = 0x000088BD
GL_STREAM_DRAW_ARB: GLenum = 0x000088E0
GL_STREAM_READ_ARB: GLenum = 0x000088E1
GL_STREAM_COPY_ARB: GLenum = 0x000088E2
GL_STATIC_DRAW_ARB: GLenum = 0x000088E4
GL_STATIC_READ_ARB: GLenum = 0x000088E5
GL_STATIC_COPY_ARB: GLenum = 0x000088E6
GL_DYNAMIC_DRAW_ARB: GLenum = 0x000088E8
GL_DYNAMIC_READ_ARB: GLenum = 0x000088E9
GL_DYNAMIC_COPY_ARB: GLenum = 0x000088EA
GL_ARB_vertex_program: GLenum = 1
GL_COLOR_SUM_ARB: GLenum = 0x00008458
GL_VERTEX_PROGRAM_ARB: GLenum = 0x00008620
GL_VERTEX_ATTRIB_ARRAY_ENABLED_ARB: GLenum = 0x00008622
GL_VERTEX_ATTRIB_ARRAY_SIZE_ARB: GLenum = 0x00008623
GL_VERTEX_ATTRIB_ARRAY_STRIDE_ARB: GLenum = 0x00008624
GL_VERTEX_ATTRIB_ARRAY_TYPE_ARB: GLenum = 0x00008625
GL_CURRENT_VERTEX_ATTRIB_ARB: GLenum = 0x00008626
GL_PROGRAM_LENGTH_ARB: GLenum = 0x00008627
GL_PROGRAM_STRING_ARB: GLenum = 0x00008628
GL_MAX_PROGRAM_MATRIX_STACK_DEPTH_ARB: GLenum = 0x0000862E
GL_MAX_PROGRAM_MATRICES_ARB: GLenum = 0x0000862F
GL_CURRENT_MATRIX_STACK_DEPTH_ARB: GLenum = 0x00008640
GL_CURRENT_MATRIX_ARB: GLenum = 0x00008641
GL_VERTEX_PROGRAM_POINT_SIZE_ARB: GLenum = 0x00008642
GL_VERTEX_PROGRAM_TWO_SIDE_ARB: GLenum = 0x00008643
GL_VERTEX_ATTRIB_ARRAY_POINTER_ARB: GLenum = 0x00008645
GL_PROGRAM_ERROR_POSITION_ARB: GLenum = 0x0000864B
GL_PROGRAM_BINDING_ARB: GLenum = 0x00008677
GL_MAX_VERTEX_ATTRIBS_ARB: GLenum = 0x00008869
GL_VERTEX_ATTRIB_ARRAY_NORMALIZED_ARB: GLenum = 0x0000886A
GL_PROGRAM_ERROR_STRING_ARB: GLenum = 0x00008874
GL_PROGRAM_FORMAT_ASCII_ARB: GLenum = 0x00008875
GL_PROGRAM_FORMAT_ARB: GLenum = 0x00008876
GL_PROGRAM_INSTRUCTIONS_ARB: GLenum = 0x000088A0
GL_MAX_PROGRAM_INSTRUCTIONS_ARB: GLenum = 0x000088A1
GL_PROGRAM_NATIVE_INSTRUCTIONS_ARB: GLenum = 0x000088A2
GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB: GLenum = 0x000088A3
GL_PROGRAM_TEMPORARIES_ARB: GLenum = 0x000088A4
GL_MAX_PROGRAM_TEMPORARIES_ARB: GLenum = 0x000088A5
GL_PROGRAM_NATIVE_TEMPORARIES_ARB: GLenum = 0x000088A6
GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB: GLenum = 0x000088A7
GL_PROGRAM_PARAMETERS_ARB: GLenum = 0x000088A8
GL_MAX_PROGRAM_PARAMETERS_ARB: GLenum = 0x000088A9
GL_PROGRAM_NATIVE_PARAMETERS_ARB: GLenum = 0x000088AA
GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB: GLenum = 0x000088AB
GL_PROGRAM_ATTRIBS_ARB: GLenum = 0x000088AC
GL_MAX_PROGRAM_ATTRIBS_ARB: GLenum = 0x000088AD
GL_PROGRAM_NATIVE_ATTRIBS_ARB: GLenum = 0x000088AE
GL_MAX_PROGRAM_NATIVE_ATTRIBS_ARB: GLenum = 0x000088AF
GL_PROGRAM_ADDRESS_REGISTERS_ARB: GLenum = 0x000088B0
GL_MAX_PROGRAM_ADDRESS_REGISTERS_ARB: GLenum = 0x000088B1
GL_PROGRAM_NATIVE_ADDRESS_REGISTERS_ARB: GLenum = 0x000088B2
GL_MAX_PROGRAM_NATIVE_ADDRESS_REGISTERS_ARB: GLenum = 0x000088B3
GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB: GLenum = 0x000088B4
GL_MAX_PROGRAM_ENV_PARAMETERS_ARB: GLenum = 0x000088B5
GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB: GLenum = 0x000088B6
GL_TRANSPOSE_CURRENT_MATRIX_ARB: GLenum = 0x000088B7
GL_MATRIX0_ARB: GLenum = 0x000088C0
GL_MATRIX1_ARB: GLenum = 0x000088C1
GL_MATRIX2_ARB: GLenum = 0x000088C2
GL_MATRIX3_ARB: GLenum = 0x000088C3
GL_MATRIX4_ARB: GLenum = 0x000088C4
GL_MATRIX5_ARB: GLenum = 0x000088C5
GL_MATRIX6_ARB: GLenum = 0x000088C6
GL_MATRIX7_ARB: GLenum = 0x000088C7
GL_MATRIX8_ARB: GLenum = 0x000088C8
GL_MATRIX9_ARB: GLenum = 0x000088C9
GL_MATRIX10_ARB: GLenum = 0x000088CA
GL_MATRIX11_ARB: GLenum = 0x000088CB
GL_MATRIX12_ARB: GLenum = 0x000088CC
GL_MATRIX13_ARB: GLenum = 0x000088CD
GL_MATRIX14_ARB: GLenum = 0x000088CE
GL_MATRIX15_ARB: GLenum = 0x000088CF
GL_MATRIX16_ARB: GLenum = 0x000088D0
GL_MATRIX17_ARB: GLenum = 0x000088D1
GL_MATRIX18_ARB: GLenum = 0x000088D2
GL_MATRIX19_ARB: GLenum = 0x000088D3
GL_MATRIX20_ARB: GLenum = 0x000088D4
GL_MATRIX21_ARB: GLenum = 0x000088D5
GL_MATRIX22_ARB: GLenum = 0x000088D6
GL_MATRIX23_ARB: GLenum = 0x000088D7
GL_MATRIX24_ARB: GLenum = 0x000088D8
GL_MATRIX25_ARB: GLenum = 0x000088D9
GL_MATRIX26_ARB: GLenum = 0x000088DA
GL_MATRIX27_ARB: GLenum = 0x000088DB
GL_MATRIX28_ARB: GLenum = 0x000088DC
GL_MATRIX29_ARB: GLenum = 0x000088DD
GL_MATRIX30_ARB: GLenum = 0x000088DE
GL_MATRIX31_ARB: GLenum = 0x000088DF
GL_ARB_vertex_shader: GLenum = 1
GL_VERTEX_SHADER_ARB: GLenum = 0x00008B31
GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB: GLenum = 0x00008B4A
GL_MAX_VARYING_FLOATS_ARB: GLenum = 0x00008B4B
GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB: GLenum = 0x00008B4C
GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB: GLenum = 0x00008B4D
GL_OBJECT_ACTIVE_ATTRIBUTES_ARB: GLenum = 0x00008B89
GL_OBJECT_ACTIVE_ATTRIBUTE_MAX_LENGTH_ARB: GLenum = 0x00008B8A
GL_ARB_vertex_type_10f_11f_11f_rev: GLenum = 1
GL_ARB_vertex_type_2_10_10_10_rev: GLenum = 1
GL_UNSIGNED_INT_2_10_10_10_REV: GLenum = 0x00008368
GL_INT_2_10_10_10_REV: GLenum = 0x00008D9F
GL_ARB_viewport_array: GLenum = 1
GL_MAX_VIEWPORTS: GLenum = 0x0000825B
GL_VIEWPORT_SUBPIXEL_BITS: GLenum = 0x0000825C
GL_VIEWPORT_BOUNDS_RANGE: GLenum = 0x0000825D
GL_LAYER_PROVOKING_VERTEX: GLenum = 0x0000825E
GL_VIEWPORT_INDEX_PROVOKING_VERTEX: GLenum = 0x0000825F
GL_UNDEFINED_VERTEX: GLenum = 0x00008260
GL_ARB_window_pos: GLenum = 1
GL_ARM_mali_program_binary: GLenum = 1
GL_MALI_PROGRAM_BINARY_ARM: GLenum = 0x00008F61
GL_ARM_mali_shader_binary: GLenum = 1
GL_MALI_SHADER_BINARY_ARM: GLenum = 0x00008F60
GL_ARM_rgba8: GLenum = 1
GL_RGBA8_OES: GLenum = 0x00008058
GL_ARM_shader_framebuffer_fetch: GLenum = 1
GL_FETCH_PER_SAMPLE_ARM: GLenum = 0x00008F65
GL_FRAGMENT_SHADER_FRAMEBUFFER_FETCH_MRT_ARM: GLenum = 0x00008F66
GL_ARM_shader_framebuffer_fetch_depth_stencil: GLenum = 1
GL_ATIX_point_sprites: GLenum = 1
GL_TEXTURE_POINT_MODE_ATIX: GLenum = 0x000060B0
GL_TEXTURE_POINT_ONE_COORD_ATIX: GLenum = 0x000060B1
GL_TEXTURE_POINT_SPRITE_ATIX: GLenum = 0x000060B2
GL_POINT_SPRITE_CULL_MODE_ATIX: GLenum = 0x000060B3
GL_POINT_SPRITE_CULL_CENTER_ATIX: GLenum = 0x000060B4
GL_POINT_SPRITE_CULL_CLIP_ATIX: GLenum = 0x000060B5
GL_ATIX_texture_env_combine3: GLenum = 1
GL_MODULATE_ADD_ATIX: GLenum = 0x00008744
GL_MODULATE_SIGNED_ADD_ATIX: GLenum = 0x00008745
GL_MODULATE_SUBTRACT_ATIX: GLenum = 0x00008746
GL_ATIX_texture_env_route: GLenum = 1
GL_SECONDARY_COLOR_ATIX: GLenum = 0x00008747
GL_TEXTURE_OUTPUT_RGB_ATIX: GLenum = 0x00008748
GL_TEXTURE_OUTPUT_ALPHA_ATIX: GLenum = 0x00008749
GL_ATIX_vertex_shader_output_point_size: GLenum = 1
GL_OUTPUT_POINT_SIZE_ATIX: GLenum = 0x0000610E
GL_ATI_draw_buffers: GLenum = 1
GL_MAX_DRAW_BUFFERS_ATI: GLenum = 0x00008824
GL_DRAW_BUFFER0_ATI: GLenum = 0x00008825
GL_DRAW_BUFFER1_ATI: GLenum = 0x00008826
GL_DRAW_BUFFER2_ATI: GLenum = 0x00008827
GL_DRAW_BUFFER3_ATI: GLenum = 0x00008828
GL_DRAW_BUFFER4_ATI: GLenum = 0x00008829
GL_DRAW_BUFFER5_ATI: GLenum = 0x0000882A
GL_DRAW_BUFFER6_ATI: GLenum = 0x0000882B
GL_DRAW_BUFFER7_ATI: GLenum = 0x0000882C
GL_DRAW_BUFFER8_ATI: GLenum = 0x0000882D
GL_DRAW_BUFFER9_ATI: GLenum = 0x0000882E
GL_DRAW_BUFFER10_ATI: GLenum = 0x0000882F
GL_DRAW_BUFFER11_ATI: GLenum = 0x00008830
GL_DRAW_BUFFER12_ATI: GLenum = 0x00008831
GL_DRAW_BUFFER13_ATI: GLenum = 0x00008832
GL_DRAW_BUFFER14_ATI: GLenum = 0x00008833
GL_DRAW_BUFFER15_ATI: GLenum = 0x00008834
GL_ATI_element_array: GLenum = 1
GL_ELEMENT_ARRAY_ATI: GLenum = 0x00008768
GL_ELEMENT_ARRAY_TYPE_ATI: GLenum = 0x00008769
GL_ELEMENT_ARRAY_POINTER_ATI: GLenum = 0x0000876A
GL_ATI_envmap_bumpmap: GLenum = 1
GL_BUMP_ROT_MATRIX_ATI: GLenum = 0x00008775
GL_BUMP_ROT_MATRIX_SIZE_ATI: GLenum = 0x00008776
GL_BUMP_NUM_TEX_UNITS_ATI: GLenum = 0x00008777
GL_BUMP_TEX_UNITS_ATI: GLenum = 0x00008778
GL_DUDV_ATI: GLenum = 0x00008779
GL_DU8DV8_ATI: GLenum = 0x0000877A
GL_BUMP_ENVMAP_ATI: GLenum = 0x0000877B
GL_BUMP_TARGET_ATI: GLenum = 0x0000877C
GL_ATI_fragment_shader: GLenum = 1
GL_2X_BIT_ATI: GLenum = 0x00000001
GL_RED_BIT_ATI: GLenum = 0x00000001
GL_4X_BIT_ATI: GLenum = 0x00000002
GL_COMP_BIT_ATI: GLenum = 0x00000002
GL_GREEN_BIT_ATI: GLenum = 0x00000002
GL_8X_BIT_ATI: GLenum = 0x00000004
GL_BLUE_BIT_ATI: GLenum = 0x00000004
GL_NEGATE_BIT_ATI: GLenum = 0x00000004
GL_BIAS_BIT_ATI: GLenum = 0x00000008
GL_HALF_BIT_ATI: GLenum = 0x00000008
GL_QUARTER_BIT_ATI: GLenum = 0x00000010
GL_EIGHTH_BIT_ATI: GLenum = 0x00000020
GL_SATURATE_BIT_ATI: GLenum = 0x00000040
GL_FRAGMENT_SHADER_ATI: GLenum = 0x00008920
GL_REG_0_ATI: GLenum = 0x00008921
GL_REG_1_ATI: GLenum = 0x00008922
GL_REG_2_ATI: GLenum = 0x00008923
GL_REG_3_ATI: GLenum = 0x00008924
GL_REG_4_ATI: GLenum = 0x00008925
GL_REG_5_ATI: GLenum = 0x00008926
GL_CON_0_ATI: GLenum = 0x00008941
GL_CON_1_ATI: GLenum = 0x00008942
GL_CON_2_ATI: GLenum = 0x00008943
GL_CON_3_ATI: GLenum = 0x00008944
GL_CON_4_ATI: GLenum = 0x00008945
GL_CON_5_ATI: GLenum = 0x00008946
GL_CON_6_ATI: GLenum = 0x00008947
GL_CON_7_ATI: GLenum = 0x00008948
GL_MOV_ATI: GLenum = 0x00008961
GL_ADD_ATI: GLenum = 0x00008963
GL_MUL_ATI: GLenum = 0x00008964
GL_SUB_ATI: GLenum = 0x00008965
GL_DOT3_ATI: GLenum = 0x00008966
GL_DOT4_ATI: GLenum = 0x00008967
GL_MAD_ATI: GLenum = 0x00008968
GL_LERP_ATI: GLenum = 0x00008969
GL_CND_ATI: GLenum = 0x0000896A
GL_CND0_ATI: GLenum = 0x0000896B
GL_DOT2_ADD_ATI: GLenum = 0x0000896C
GL_SECONDARY_INTERPOLATOR_ATI: GLenum = 0x0000896D
GL_NUM_FRAGMENT_REGISTERS_ATI: GLenum = 0x0000896E
GL_NUM_FRAGMENT_CONSTANTS_ATI: GLenum = 0x0000896F
GL_NUM_PASSES_ATI: GLenum = 0x00008970
GL_NUM_INSTRUCTIONS_PER_PASS_ATI: GLenum = 0x00008971
GL_NUM_INSTRUCTIONS_TOTAL_ATI: GLenum = 0x00008972
GL_NUM_INPUT_INTERPOLATOR_COMPONENTS_ATI: GLenum = 0x00008973
GL_NUM_LOOPBACK_COMPONENTS_ATI: GLenum = 0x00008974
GL_COLOR_ALPHA_PAIRING_ATI: GLenum = 0x00008975
GL_SWIZZLE_STR_ATI: GLenum = 0x00008976
GL_SWIZZLE_STQ_ATI: GLenum = 0x00008977
GL_SWIZZLE_STR_DR_ATI: GLenum = 0x00008978
GL_SWIZZLE_STQ_DQ_ATI: GLenum = 0x00008979
GL_SWIZZLE_STRQ_ATI: GLenum = 0x0000897A
GL_SWIZZLE_STRQ_DQ_ATI: GLenum = 0x0000897B
GL_ATI_map_object_buffer: GLenum = 1
GL_ATI_meminfo: GLenum = 1
GL_VBO_FREE_MEMORY_ATI: GLenum = 0x000087FB
GL_TEXTURE_FREE_MEMORY_ATI: GLenum = 0x000087FC
GL_RENDERBUFFER_FREE_MEMORY_ATI: GLenum = 0x000087FD
GL_ATI_pn_triangles: GLenum = 1
GL_PN_TRIANGLES_ATI: GLenum = 0x000087F0
GL_MAX_PN_TRIANGLES_TESSELATION_LEVEL_ATI: GLenum = 0x000087F1
GL_PN_TRIANGLES_POINT_MODE_ATI: GLenum = 0x000087F2
GL_PN_TRIANGLES_NORMAL_MODE_ATI: GLenum = 0x000087F3
GL_PN_TRIANGLES_TESSELATION_LEVEL_ATI: GLenum = 0x000087F4
GL_PN_TRIANGLES_POINT_MODE_LINEAR_ATI: GLenum = 0x000087F5
GL_PN_TRIANGLES_POINT_MODE_CUBIC_ATI: GLenum = 0x000087F6
GL_PN_TRIANGLES_NORMAL_MODE_LINEAR_ATI: GLenum = 0x000087F7
GL_PN_TRIANGLES_NORMAL_MODE_QUADRATIC_ATI: GLenum = 0x000087F8
GL_ATI_separate_stencil: GLenum = 1
GL_STENCIL_BACK_FUNC_ATI: GLenum = 0x00008800
GL_STENCIL_BACK_FAIL_ATI: GLenum = 0x00008801
GL_STENCIL_BACK_PASS_DEPTH_FAIL_ATI: GLenum = 0x00008802
GL_STENCIL_BACK_PASS_DEPTH_PASS_ATI: GLenum = 0x00008803
GL_ATI_shader_texture_lod: GLenum = 1
GL_ATI_text_fragment_shader: GLenum = 1
GL_TEXT_FRAGMENT_SHADER_ATI: GLenum = 0x00008200
GL_ATI_texture_compression_3dc: GLenum = 1
GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI: GLenum = 0x00008837
GL_ATI_texture_env_combine3: GLenum = 1
GL_MODULATE_ADD_ATI: GLenum = 0x00008744
GL_MODULATE_SIGNED_ADD_ATI: GLenum = 0x00008745
GL_MODULATE_SUBTRACT_ATI: GLenum = 0x00008746
GL_ATI_texture_float: GLenum = 1
GL_RGBA_FLOAT32_ATI: GLenum = 0x00008814
GL_RGB_FLOAT32_ATI: GLenum = 0x00008815
GL_ALPHA_FLOAT32_ATI: GLenum = 0x00008816
GL_INTENSITY_FLOAT32_ATI: GLenum = 0x00008817
GL_LUMINANCE_FLOAT32_ATI: GLenum = 0x00008818
GL_LUMINANCE_ALPHA_FLOAT32_ATI: GLenum = 0x00008819
GL_RGBA_FLOAT16_ATI: GLenum = 0x0000881A
GL_RGB_FLOAT16_ATI: GLenum = 0x0000881B
GL_ALPHA_FLOAT16_ATI: GLenum = 0x0000881C
GL_INTENSITY_FLOAT16_ATI: GLenum = 0x0000881D
GL_LUMINANCE_FLOAT16_ATI: GLenum = 0x0000881E
GL_LUMINANCE_ALPHA_FLOAT16_ATI: GLenum = 0x0000881F
GL_ATI_texture_mirror_once: GLenum = 1
GL_MIRROR_CLAMP_ATI: GLenum = 0x00008742
GL_MIRROR_CLAMP_TO_EDGE_ATI: GLenum = 0x00008743
GL_ATI_vertex_array_object: GLenum = 1
GL_STATIC_ATI: GLenum = 0x00008760
GL_DYNAMIC_ATI: GLenum = 0x00008761
GL_PRESERVE_ATI: GLenum = 0x00008762
GL_DISCARD_ATI: GLenum = 0x00008763
GL_OBJECT_BUFFER_SIZE_ATI: GLenum = 0x00008764
GL_OBJECT_BUFFER_USAGE_ATI: GLenum = 0x00008765
GL_ARRAY_OBJECT_BUFFER_ATI: GLenum = 0x00008766
GL_ARRAY_OBJECT_OFFSET_ATI: GLenum = 0x00008767
GL_ATI_vertex_attrib_array_object: GLenum = 1
GL_ATI_vertex_streams: GLenum = 1
GL_MAX_VERTEX_STREAMS_ATI: GLenum = 0x0000876B
GL_VERTEX_SOURCE_ATI: GLenum = 0x0000876C
GL_VERTEX_STREAM0_ATI: GLenum = 0x0000876D
GL_VERTEX_STREAM1_ATI: GLenum = 0x0000876E
GL_VERTEX_STREAM2_ATI: GLenum = 0x0000876F
GL_VERTEX_STREAM3_ATI: GLenum = 0x00008770
GL_VERTEX_STREAM4_ATI: GLenum = 0x00008771
GL_VERTEX_STREAM5_ATI: GLenum = 0x00008772
GL_VERTEX_STREAM6_ATI: GLenum = 0x00008773
GL_VERTEX_STREAM7_ATI: GLenum = 0x00008774
GL_EGL_KHR_context_flush_control: GLenum = 1
GL_EGL_NV_robustness_video_memory_purge: GLenum = 1
GL_EGL_GENERATE_RESET_ON_VIDEO_MEMORY_PURGE_NV: GLenum = 0x0000334C
GL_PURGED_CONTEXT_RESET_NV: GLenum = 0x000092BB
GL_EXT_422_pixels: GLenum = 1
GL_422_EXT: GLenum = 0x000080CC
GL_422_REV_EXT: GLenum = 0x000080CD
GL_422_AVERAGE_EXT: GLenum = 0x000080CE
GL_422_REV_AVERAGE_EXT: GLenum = 0x000080CF
GL_EXT_Cg_shader: GLenum = 1
GL_CG_VERTEX_SHADER_EXT: GLenum = 0x0000890E
GL_CG_FRAGMENT_SHADER_EXT: GLenum = 0x0000890F
GL_EXT_EGL_image_array: GLenum = 1
GL_EXT_YUV_target: GLenum = 1
GL_SAMPLER_EXTERNAL_2D_Y2Y_EXT: GLenum = 0x00008BE7
GL_EXT_abgr: GLenum = 1
GL_ABGR_EXT: GLenum = 0x00008000
GL_EXT_base_instance: GLenum = 1
GL_EXT_bgra: GLenum = 1
GL_BGR_EXT: GLenum = 0x000080E0
GL_EXT_bindable_uniform: GLenum = 1
GL_MAX_VERTEX_BINDABLE_UNIFORMS_EXT: GLenum = 0x00008DE2
GL_MAX_FRAGMENT_BINDABLE_UNIFORMS_EXT: GLenum = 0x00008DE3
GL_MAX_GEOMETRY_BINDABLE_UNIFORMS_EXT: GLenum = 0x00008DE4
GL_MAX_BINDABLE_UNIFORM_SIZE_EXT: GLenum = 0x00008DED
GL_UNIFORM_BUFFER_EXT: GLenum = 0x00008DEE
GL_UNIFORM_BUFFER_BINDING_EXT: GLenum = 0x00008DEF
GL_EXT_blend_color: GLenum = 1
GL_CONSTANT_COLOR_EXT: GLenum = 0x00008001
GL_ONE_MINUS_CONSTANT_COLOR_EXT: GLenum = 0x00008002
GL_CONSTANT_ALPHA_EXT: GLenum = 0x00008003
GL_ONE_MINUS_CONSTANT_ALPHA_EXT: GLenum = 0x00008004
GL_BLEND_COLOR_EXT: GLenum = 0x00008005
GL_EXT_blend_equation_separate: GLenum = 1
GL_BLEND_EQUATION_RGB_EXT: GLenum = 0x00008009
GL_BLEND_EQUATION_ALPHA_EXT: GLenum = 0x0000883D
GL_EXT_blend_func_extended: GLenum = 1
GL_SRC_ALPHA_SATURATE_EXT: GLenum = 0x00000308
GL_SRC1_ALPHA_EXT: GLenum = 0x00008589
GL_SRC1_COLOR_EXT: GLenum = 0x000088F9
GL_ONE_MINUS_SRC1_COLOR_EXT: GLenum = 0x000088FA
GL_ONE_MINUS_SRC1_ALPHA_EXT: GLenum = 0x000088FB
GL_MAX_DUAL_SOURCE_DRAW_BUFFERS_EXT: GLenum = 0x000088FC
GL_LOCATION_INDEX_EXT: GLenum = 0x0000930F
GL_EXT_blend_func_separate: GLenum = 1
GL_BLEND_DST_RGB_EXT: GLenum = 0x000080C8
GL_BLEND_SRC_RGB_EXT: GLenum = 0x000080C9
GL_BLEND_DST_ALPHA_EXT: GLenum = 0x000080CA
GL_BLEND_SRC_ALPHA_EXT: GLenum = 0x000080CB
GL_EXT_blend_logic_op: GLenum = 1
GL_EXT_blend_minmax: GLenum = 1
GL_FUNC_ADD_EXT: GLenum = 0x00008006
GL_MIN_EXT: GLenum = 0x00008007
GL_MAX_EXT: GLenum = 0x00008008
GL_BLEND_EQUATION_EXT: GLenum = 0x00008009
GL_EXT_blend_subtract: GLenum = 1
GL_FUNC_SUBTRACT_EXT: GLenum = 0x0000800A
GL_FUNC_REVERSE_SUBTRACT_EXT: GLenum = 0x0000800B
GL_EXT_buffer_storage: GLenum = 1
GL_MAP_PERSISTENT_BIT_EXT: GLenum = 0x00000040
GL_MAP_COHERENT_BIT_EXT: GLenum = 0x00000080
GL_DYNAMIC_STORAGE_BIT_EXT: GLenum = 0x00000100
GL_CLIENT_STORAGE_BIT_EXT: GLenum = 0x00000200
GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT_EXT: GLenum = 0x00004000
GL_BUFFER_IMMUTABLE_STORAGE_EXT: GLenum = 0x0000821F
GL_BUFFER_STORAGE_FLAGS_EXT: GLenum = 0x00008220
GL_EXT_clear_texture: GLenum = 1
GL_EXT_clip_cull_distance: GLenum = 1
GL_MAX_CLIP_DISTANCES_EXT: GLenum = 0x00000D32
GL_CLIP_DISTANCE0_EXT: GLenum = 0x00003000
GL_CLIP_DISTANCE1_EXT: GLenum = 0x00003001
GL_CLIP_DISTANCE2_EXT: GLenum = 0x00003002
GL_CLIP_DISTANCE3_EXT: GLenum = 0x00003003
GL_CLIP_DISTANCE4_EXT: GLenum = 0x00003004
GL_CLIP_DISTANCE5_EXT: GLenum = 0x00003005
GL_CLIP_DISTANCE6_EXT: GLenum = 0x00003006
GL_CLIP_DISTANCE7_EXT: GLenum = 0x00003007
GL_MAX_CULL_DISTANCES_EXT: GLenum = 0x000082F9
GL_MAX_COMBINED_CLIP_AND_CULL_DISTANCES_EXT: GLenum = 0x000082FA
GL_EXT_clip_volume_hint: GLenum = 1
GL_CLIP_VOLUME_CLIPPING_HINT_EXT: GLenum = 0x000080F0
GL_EXT_cmyka: GLenum = 1
GL_CMYK_EXT: GLenum = 0x0000800C
GL_CMYKA_EXT: GLenum = 0x0000800D
GL_PACK_CMYK_HINT_EXT: GLenum = 0x0000800E
GL_UNPACK_CMYK_HINT_EXT: GLenum = 0x0000800F
GL_EXT_color_buffer_float: GLenum = 1
GL_EXT_color_buffer_half_float: GLenum = 1
GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE_EXT: GLenum = 0x00008211
GL_R16F_EXT: GLenum = 0x0000822D
GL_RG16F_EXT: GLenum = 0x0000822F
GL_RGBA16F_EXT: GLenum = 0x0000881A
GL_RGB16F_EXT: GLenum = 0x0000881B
GL_UNSIGNED_NORMALIZED_EXT: GLenum = 0x00008C17
GL_EXT_color_subtable: GLenum = 1
GL_EXT_compiled_vertex_array: GLenum = 1
GL_ARRAY_ELEMENT_LOCK_FIRST_EXT: GLenum = 0x000081A8
GL_ARRAY_ELEMENT_LOCK_COUNT_EXT: GLenum = 0x000081A9
GL_EXT_compressed_ETC1_RGB8_sub_texture: GLenum = 1
GL_EXT_conservative_depth: GLenum = 1
GL_EXT_convolution: GLenum = 1
GL_CONVOLUTION_1D_EXT: GLenum = 0x00008010
GL_CONVOLUTION_2D_EXT: GLenum = 0x00008011
GL_SEPARABLE_2D_EXT: GLenum = 0x00008012
GL_CONVOLUTION_BORDER_MODE_EXT: GLenum = 0x00008013
GL_CONVOLUTION_FILTER_SCALE_EXT: GLenum = 0x00008014
GL_CONVOLUTION_FILTER_BIAS_EXT: GLenum = 0x00008015
GL_REDUCE_EXT: GLenum = 0x00008016
GL_CONVOLUTION_FORMAT_EXT: GLenum = 0x00008017
GL_CONVOLUTION_WIDTH_EXT: GLenum = 0x00008018
GL_CONVOLUTION_HEIGHT_EXT: GLenum = 0x00008019
GL_MAX_CONVOLUTION_WIDTH_EXT: GLenum = 0x0000801A
GL_MAX_CONVOLUTION_HEIGHT_EXT: GLenum = 0x0000801B
GL_POST_CONVOLUTION_RED_SCALE_EXT: GLenum = 0x0000801C
GL_POST_CONVOLUTION_GREEN_SCALE_EXT: GLenum = 0x0000801D
GL_POST_CONVOLUTION_BLUE_SCALE_EXT: GLenum = 0x0000801E
GL_POST_CONVOLUTION_ALPHA_SCALE_EXT: GLenum = 0x0000801F
GL_POST_CONVOLUTION_RED_BIAS_EXT: GLenum = 0x00008020
GL_POST_CONVOLUTION_GREEN_BIAS_EXT: GLenum = 0x00008021
GL_POST_CONVOLUTION_BLUE_BIAS_EXT: GLenum = 0x00008022
GL_POST_CONVOLUTION_ALPHA_BIAS_EXT: GLenum = 0x00008023
GL_EXT_coordinate_frame: GLenum = 1
GL_TANGENT_ARRAY_EXT: GLenum = 0x00008439
GL_BINORMAL_ARRAY_EXT: GLenum = 0x0000843A
GL_CURRENT_TANGENT_EXT: GLenum = 0x0000843B
GL_CURRENT_BINORMAL_EXT: GLenum = 0x0000843C
GL_TANGENT_ARRAY_TYPE_EXT: GLenum = 0x0000843E
GL_TANGENT_ARRAY_STRIDE_EXT: GLenum = 0x0000843F
GL_BINORMAL_ARRAY_TYPE_EXT: GLenum = 0x00008440
GL_BINORMAL_ARRAY_STRIDE_EXT: GLenum = 0x00008441
GL_TANGENT_ARRAY_POINTER_EXT: GLenum = 0x00008442
GL_BINORMAL_ARRAY_POINTER_EXT: GLenum = 0x00008443
GL_MAP1_TANGENT_EXT: GLenum = 0x00008444
GL_MAP2_TANGENT_EXT: GLenum = 0x00008445
GL_MAP1_BINORMAL_EXT: GLenum = 0x00008446
GL_MAP2_BINORMAL_EXT: GLenum = 0x00008447
GL_EXT_copy_image: GLenum = 1
GL_EXT_copy_texture: GLenum = 1
GL_EXT_cull_vertex: GLenum = 1
GL_CULL_VERTEX_EXT: GLenum = 0x000081AA
GL_CULL_VERTEX_EYE_POSITION_EXT: GLenum = 0x000081AB
GL_CULL_VERTEX_OBJECT_POSITION_EXT: GLenum = 0x000081AC
GL_EXT_debug_label: GLenum = 1
GL_PROGRAM_PIPELINE_OBJECT_EXT: GLenum = 0x00008A4F
GL_PROGRAM_OBJECT_EXT: GLenum = 0x00008B40
GL_SHADER_OBJECT_EXT: GLenum = 0x00008B48
GL_BUFFER_OBJECT_EXT: GLenum = 0x00009151
GL_QUERY_OBJECT_EXT: GLenum = 0x00009153
GL_VERTEX_ARRAY_OBJECT_EXT: GLenum = 0x00009154
GL_EXT_debug_marker: GLenum = 1
GL_EXT_depth_bounds_test: GLenum = 1
GL_DEPTH_BOUNDS_TEST_EXT: GLenum = 0x00008890
GL_DEPTH_BOUNDS_EXT: GLenum = 0x00008891
GL_EXT_direct_state_access: GLenum = 1
GL_PROGRAM_MATRIX_EXT: GLenum = 0x00008E2D
GL_TRANSPOSE_PROGRAM_MATRIX_EXT: GLenum = 0x00008E2E
GL_PROGRAM_MATRIX_STACK_DEPTH_EXT: GLenum = 0x00008E2F
GL_EXT_discard_framebuffer: GLenum = 1
GL_COLOR_EXT: GLenum = 0x00001800
GL_DEPTH_EXT: GLenum = 0x00001801
GL_STENCIL_EXT: GLenum = 0x00001802
GL_EXT_draw_buffers: GLenum = 1
GL_MAX_DRAW_BUFFERS_EXT: GLenum = 0x00008824
GL_DRAW_BUFFER0_EXT: GLenum = 0x00008825
GL_DRAW_BUFFER1_EXT: GLenum = 0x00008826
GL_DRAW_BUFFER2_EXT: GLenum = 0x00008827
GL_DRAW_BUFFER3_EXT: GLenum = 0x00008828
GL_DRAW_BUFFER4_EXT: GLenum = 0x00008829
GL_DRAW_BUFFER5_EXT: GLenum = 0x0000882A
GL_DRAW_BUFFER6_EXT: GLenum = 0x0000882B
GL_DRAW_BUFFER7_EXT: GLenum = 0x0000882C
GL_DRAW_BUFFER8_EXT: GLenum = 0x0000882D
GL_DRAW_BUFFER9_EXT: GLenum = 0x0000882E
GL_DRAW_BUFFER10_EXT: GLenum = 0x0000882F
GL_DRAW_BUFFER11_EXT: GLenum = 0x00008830
GL_DRAW_BUFFER12_EXT: GLenum = 0x00008831
GL_DRAW_BUFFER13_EXT: GLenum = 0x00008832
GL_DRAW_BUFFER14_EXT: GLenum = 0x00008833
GL_DRAW_BUFFER15_EXT: GLenum = 0x00008834
GL_MAX_COLOR_ATTACHMENTS_EXT: GLenum = 0x00008CDF
GL_COLOR_ATTACHMENT0_EXT: GLenum = 0x00008CE0
GL_COLOR_ATTACHMENT1_EXT: GLenum = 0x00008CE1
GL_COLOR_ATTACHMENT2_EXT: GLenum = 0x00008CE2
GL_COLOR_ATTACHMENT3_EXT: GLenum = 0x00008CE3
GL_COLOR_ATTACHMENT4_EXT: GLenum = 0x00008CE4
GL_COLOR_ATTACHMENT5_EXT: GLenum = 0x00008CE5
GL_COLOR_ATTACHMENT6_EXT: GLenum = 0x00008CE6
GL_COLOR_ATTACHMENT7_EXT: GLenum = 0x00008CE7
GL_COLOR_ATTACHMENT8_EXT: GLenum = 0x00008CE8
GL_COLOR_ATTACHMENT9_EXT: GLenum = 0x00008CE9
GL_COLOR_ATTACHMENT10_EXT: GLenum = 0x00008CEA
GL_COLOR_ATTACHMENT11_EXT: GLenum = 0x00008CEB
GL_COLOR_ATTACHMENT12_EXT: GLenum = 0x00008CEC
GL_COLOR_ATTACHMENT13_EXT: GLenum = 0x00008CED
GL_COLOR_ATTACHMENT14_EXT: GLenum = 0x00008CEE
GL_COLOR_ATTACHMENT15_EXT: GLenum = 0x00008CEF
GL_EXT_draw_buffers2: GLenum = 1
GL_EXT_draw_buffers_indexed: GLenum = 1
GL_EXT_draw_elements_base_vertex: GLenum = 1
GL_EXT_draw_instanced: GLenum = 1
GL_EXT_draw_range_elements: GLenum = 1
GL_MAX_ELEMENTS_VERTICES_EXT: GLenum = 0x000080E8
GL_MAX_ELEMENTS_INDICES_EXT: GLenum = 0x000080E9
GL_EXT_float_blend: GLenum = 1
GL_EXT_fog_coord: GLenum = 1
GL_FOG_COORDINATE_SOURCE_EXT: GLenum = 0x00008450
GL_FOG_COORDINATE_EXT: GLenum = 0x00008451
GL_FRAGMENT_DEPTH_EXT: GLenum = 0x00008452
GL_CURRENT_FOG_COORDINATE_EXT: GLenum = 0x00008453
GL_FOG_COORDINATE_ARRAY_TYPE_EXT: GLenum = 0x00008454
GL_FOG_COORDINATE_ARRAY_STRIDE_EXT: GLenum = 0x00008455
GL_FOG_COORDINATE_ARRAY_POINTER_EXT: GLenum = 0x00008456
GL_FOG_COORDINATE_ARRAY_EXT: GLenum = 0x00008457
GL_EXT_frag_depth: GLenum = 1
GL_EXT_fragment_lighting: GLenum = 1
GL_FRAGMENT_LIGHTING_EXT: GLenum = 0x00008400
GL_FRAGMENT_COLOR_MATERIAL_EXT: GLenum = 0x00008401
GL_FRAGMENT_COLOR_MATERIAL_FACE_EXT: GLenum = 0x00008402
GL_FRAGMENT_COLOR_MATERIAL_PARAMETER_EXT: GLenum = 0x00008403
GL_MAX_FRAGMENT_LIGHTS_EXT: GLenum = 0x00008404
GL_MAX_ACTIVE_LIGHTS_EXT: GLenum = 0x00008405
GL_CURRENT_RASTER_NORMAL_EXT: GLenum = 0x00008406
GL_LIGHT_ENV_MODE_EXT: GLenum = 0x00008407
GL_FRAGMENT_LIGHT_MODEL_LOCAL_VIEWER_EXT: GLenum = 0x00008408
GL_FRAGMENT_LIGHT_MODEL_TWO_SIDE_EXT: GLenum = 0x00008409
GL_FRAGMENT_LIGHT_MODEL_AMBIENT_EXT: GLenum = 0x0000840A
GL_FRAGMENT_LIGHT_MODEL_NORMAL_INTERPOLATION_EXT: GLenum = 0x0000840B
GL_FRAGMENT_LIGHT0_EXT: GLenum = 0x0000840C
GL_FRAGMENT_LIGHT7_EXT: GLenum = 0x00008413
GL_EXT_framebuffer_blit: GLenum = 1
GL_DRAW_FRAMEBUFFER_BINDING_EXT: GLenum = 0x00008CA6
GL_READ_FRAMEBUFFER_EXT: GLenum = 0x00008CA8
GL_DRAW_FRAMEBUFFER_EXT: GLenum = 0x00008CA9
GL_READ_FRAMEBUFFER_BINDING_EXT: GLenum = 0x00008CAA
GL_EXT_framebuffer_multisample: GLenum = 1
GL_RENDERBUFFER_SAMPLES_EXT: GLenum = 0x00008CAB
GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_EXT: GLenum = 0x00008D56
GL_MAX_SAMPLES_EXT: GLenum = 0x00008D57
GL_EXT_framebuffer_multisample_blit_scaled: GLenum = 1
GL_SCALED_RESOLVE_FASTEST_EXT: GLenum = 0x000090BA
GL_SCALED_RESOLVE_NICEST_EXT: GLenum = 0x000090BB
GL_EXT_framebuffer_object: GLenum = 1
GL_INVALID_FRAMEBUFFER_OPERATION_EXT: GLenum = 0x00000506
GL_MAX_RENDERBUFFER_SIZE_EXT: GLenum = 0x000084E8
GL_FRAMEBUFFER_BINDING_EXT: GLenum = 0x00008CA6
GL_RENDERBUFFER_BINDING_EXT: GLenum = 0x00008CA7
GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE_EXT: GLenum = 0x00008CD0
GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME_EXT: GLenum = 0x00008CD1
GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL_EXT: GLenum = 0x00008CD2
GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE_EXT: GLenum = 0x00008CD3
GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_3D_ZOFFSET_EXT: GLenum = 0x00008CD4
GL_FRAMEBUFFER_COMPLETE_EXT: GLenum = 0x00008CD5
GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT: GLenum = 0x00008CD6
GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT: GLenum = 0x00008CD7
GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT: GLenum = 0x00008CD9
GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT: GLenum = 0x00008CDA
GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT: GLenum = 0x00008CDB
GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT: GLenum = 0x00008CDC
GL_FRAMEBUFFER_UNSUPPORTED_EXT: GLenum = 0x00008CDD
GL_DEPTH_ATTACHMENT_EXT: GLenum = 0x00008D00
GL_STENCIL_ATTACHMENT_EXT: GLenum = 0x00008D20
GL_FRAMEBUFFER_EXT: GLenum = 0x00008D40
GL_RENDERBUFFER_EXT: GLenum = 0x00008D41
GL_RENDERBUFFER_WIDTH_EXT: GLenum = 0x00008D42
GL_RENDERBUFFER_HEIGHT_EXT: GLenum = 0x00008D43
GL_RENDERBUFFER_INTERNAL_FORMAT_EXT: GLenum = 0x00008D44
GL_STENCIL_INDEX1_EXT: GLenum = 0x00008D46
GL_STENCIL_INDEX4_EXT: GLenum = 0x00008D47
GL_STENCIL_INDEX8_EXT: GLenum = 0x00008D48
GL_STENCIL_INDEX16_EXT: GLenum = 0x00008D49
GL_RENDERBUFFER_RED_SIZE_EXT: GLenum = 0x00008D50
GL_RENDERBUFFER_GREEN_SIZE_EXT: GLenum = 0x00008D51
GL_RENDERBUFFER_BLUE_SIZE_EXT: GLenum = 0x00008D52
GL_RENDERBUFFER_ALPHA_SIZE_EXT: GLenum = 0x00008D53
GL_RENDERBUFFER_DEPTH_SIZE_EXT: GLenum = 0x00008D54
GL_RENDERBUFFER_STENCIL_SIZE_EXT: GLenum = 0x00008D55
GL_EXT_framebuffer_sRGB: GLenum = 1
GL_FRAMEBUFFER_SRGB_EXT: GLenum = 0x00008DB9
GL_FRAMEBUFFER_SRGB_CAPABLE_EXT: GLenum = 0x00008DBA
GL_EXT_geometry_point_size: GLenum = 1
GL_GEOMETRY_SHADER_BIT_EXT: GLenum = 0x00000004
GL_LINES_ADJACENCY_EXT: GLenum = 0x0000000A
GL_LINE_STRIP_ADJACENCY_EXT: GLenum = 0x0000000B
GL_TRIANGLES_ADJACENCY_EXT: GLenum = 0x0000000C
GL_TRIANGLE_STRIP_ADJACENCY_EXT: GLenum = 0x0000000D
GL_LAYER_PROVOKING_VERTEX_EXT: GLenum = 0x0000825E
GL_UNDEFINED_VERTEX_EXT: GLenum = 0x00008260
GL_GEOMETRY_SHADER_INVOCATIONS_EXT: GLenum = 0x0000887F
GL_GEOMETRY_LINKED_VERTICES_OUT_EXT: GLenum = 0x00008916
GL_GEOMETRY_LINKED_INPUT_TYPE_EXT: GLenum = 0x00008917
GL_GEOMETRY_LINKED_OUTPUT_TYPE_EXT: GLenum = 0x00008918
GL_MAX_GEOMETRY_UNIFORM_BLOCKS_EXT: GLenum = 0x00008A2C
GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS_EXT: GLenum = 0x00008A32
GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_EXT: GLenum = 0x00008C29
GL_PRIMITIVES_GENERATED_EXT: GLenum = 0x00008C87
GL_FRAMEBUFFER_ATTACHMENT_LAYERED_EXT: GLenum = 0x00008DA7
GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_EXT: GLenum = 0x00008DA8
GL_GEOMETRY_SHADER_EXT: GLenum = 0x00008DD9
GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_EXT: GLenum = 0x00008DDF
GL_MAX_GEOMETRY_OUTPUT_VERTICES_EXT: GLenum = 0x00008DE0
GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_EXT: GLenum = 0x00008DE1
GL_FIRST_VERTEX_CONVENTION_EXT: GLenum = 0x00008E4D
GL_LAST_VERTEX_CONVENTION_EXT: GLenum = 0x00008E4E
GL_MAX_GEOMETRY_SHADER_INVOCATIONS_EXT: GLenum = 0x00008E5A
GL_MAX_GEOMETRY_IMAGE_UNIFORMS_EXT: GLenum = 0x000090CD
GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS_EXT: GLenum = 0x000090D7
GL_MAX_GEOMETRY_INPUT_COMPONENTS_EXT: GLenum = 0x00009123
GL_MAX_GEOMETRY_OUTPUT_COMPONENTS_EXT: GLenum = 0x00009124
GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS_EXT: GLenum = 0x000092CF
GL_MAX_GEOMETRY_ATOMIC_COUNTERS_EXT: GLenum = 0x000092D5
GL_REFERENCED_BY_GEOMETRY_SHADER_EXT: GLenum = 0x00009309
GL_FRAMEBUFFER_DEFAULT_LAYERS_EXT: GLenum = 0x00009312
GL_MAX_FRAMEBUFFER_LAYERS_EXT: GLenum = 0x00009317
GL_EXT_geometry_shader: GLenum = 1
GL_EXT_geometry_shader4: GLenum = 1
GL_PROGRAM_POINT_SIZE_EXT: GLenum = 0x00008642
GL_MAX_VARYING_COMPONENTS_EXT: GLenum = 0x00008B4B
GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER_EXT: GLenum = 0x00008CD4
GL_FRAMEBUFFER_INCOMPLETE_LAYER_COUNT_EXT: GLenum = 0x00008DA9
GL_GEOMETRY_VERTICES_OUT_EXT: GLenum = 0x00008DDA
GL_GEOMETRY_INPUT_TYPE_EXT: GLenum = 0x00008DDB
GL_GEOMETRY_OUTPUT_TYPE_EXT: GLenum = 0x00008DDC
GL_MAX_GEOMETRY_VARYING_COMPONENTS_EXT: GLenum = 0x00008DDD
GL_MAX_VERTEX_VARYING_COMPONENTS_EXT: GLenum = 0x00008DDE
GL_EXT_gpu_program_parameters: GLenum = 1
GL_EXT_gpu_shader4: GLenum = 1
GL_VERTEX_ATTRIB_ARRAY_INTEGER_EXT: GLenum = 0x000088FD
GL_SAMPLER_1D_ARRAY_EXT: GLenum = 0x00008DC0
GL_SAMPLER_2D_ARRAY_EXT: GLenum = 0x00008DC1
GL_SAMPLER_BUFFER_EXT: GLenum = 0x00008DC2
GL_SAMPLER_1D_ARRAY_SHADOW_EXT: GLenum = 0x00008DC3
GL_SAMPLER_2D_ARRAY_SHADOW_EXT: GLenum = 0x00008DC4
GL_SAMPLER_CUBE_SHADOW_EXT: GLenum = 0x00008DC5
GL_UNSIGNED_INT_VEC2_EXT: GLenum = 0x00008DC6
GL_UNSIGNED_INT_VEC3_EXT: GLenum = 0x00008DC7
GL_UNSIGNED_INT_VEC4_EXT: GLenum = 0x00008DC8
GL_INT_SAMPLER_1D_EXT: GLenum = 0x00008DC9
GL_INT_SAMPLER_2D_EXT: GLenum = 0x00008DCA
GL_INT_SAMPLER_3D_EXT: GLenum = 0x00008DCB
GL_INT_SAMPLER_CUBE_EXT: GLenum = 0x00008DCC
GL_INT_SAMPLER_2D_RECT_EXT: GLenum = 0x00008DCD
GL_INT_SAMPLER_1D_ARRAY_EXT: GLenum = 0x00008DCE
GL_INT_SAMPLER_2D_ARRAY_EXT: GLenum = 0x00008DCF
GL_INT_SAMPLER_BUFFER_EXT: GLenum = 0x00008DD0
GL_UNSIGNED_INT_SAMPLER_1D_EXT: GLenum = 0x00008DD1
GL_UNSIGNED_INT_SAMPLER_2D_EXT: GLenum = 0x00008DD2
GL_UNSIGNED_INT_SAMPLER_3D_EXT: GLenum = 0x00008DD3
GL_UNSIGNED_INT_SAMPLER_CUBE_EXT: GLenum = 0x00008DD4
GL_UNSIGNED_INT_SAMPLER_2D_RECT_EXT: GLenum = 0x00008DD5
GL_UNSIGNED_INT_SAMPLER_1D_ARRAY_EXT: GLenum = 0x00008DD6
GL_UNSIGNED_INT_SAMPLER_2D_ARRAY_EXT: GLenum = 0x00008DD7
GL_UNSIGNED_INT_SAMPLER_BUFFER_EXT: GLenum = 0x00008DD8
GL_EXT_gpu_shader5: GLenum = 1
GL_EXT_histogram: GLenum = 1
GL_HISTOGRAM_EXT: GLenum = 0x00008024
GL_PROXY_HISTOGRAM_EXT: GLenum = 0x00008025
GL_HISTOGRAM_WIDTH_EXT: GLenum = 0x00008026
GL_HISTOGRAM_FORMAT_EXT: GLenum = 0x00008027
GL_HISTOGRAM_RED_SIZE_EXT: GLenum = 0x00008028
GL_HISTOGRAM_GREEN_SIZE_EXT: GLenum = 0x00008029
GL_HISTOGRAM_BLUE_SIZE_EXT: GLenum = 0x0000802A
GL_HISTOGRAM_ALPHA_SIZE_EXT: GLenum = 0x0000802B
GL_HISTOGRAM_LUMINANCE_SIZE_EXT: GLenum = 0x0000802C
GL_HISTOGRAM_SINK_EXT: GLenum = 0x0000802D
GL_MINMAX_EXT: GLenum = 0x0000802E
GL_MINMAX_FORMAT_EXT: GLenum = 0x0000802F
GL_MINMAX_SINK_EXT: GLenum = 0x00008030
GL_EXT_index_array_formats: GLenum = 1
GL_EXT_index_func: GLenum = 1
GL_EXT_index_material: GLenum = 1
GL_EXT_index_texture: GLenum = 1
GL_EXT_instanced_arrays: GLenum = 1
GL_VERTEX_ATTRIB_ARRAY_DIVISOR_EXT: GLenum = 0x000088FE
GL_EXT_light_texture: GLenum = 1
GL_FRAGMENT_MATERIAL_EXT: GLenum = 0x00008349
GL_FRAGMENT_NORMAL_EXT: GLenum = 0x0000834A
GL_FRAGMENT_COLOR_EXT: GLenum = 0x0000834C
GL_ATTENUATION_EXT: GLenum = 0x0000834D
GL_SHADOW_ATTENUATION_EXT: GLenum = 0x0000834E
GL_TEXTURE_APPLICATION_MODE_EXT: GLenum = 0x0000834F
GL_TEXTURE_LIGHT_EXT: GLenum = 0x00008350
GL_TEXTURE_MATERIAL_FACE_EXT: GLenum = 0x00008351
GL_TEXTURE_MATERIAL_PARAMETER_EXT: GLenum = 0x00008352
GL_EXT_map_buffer_range: GLenum = 1
GL_MAP_READ_BIT_EXT: GLenum = 0x00000001
GL_MAP_WRITE_BIT_EXT: GLenum = 0x00000002
GL_MAP_INVALIDATE_RANGE_BIT_EXT: GLenum = 0x00000004
GL_MAP_INVALIDATE_BUFFER_BIT_EXT: GLenum = 0x00000008
GL_MAP_FLUSH_EXPLICIT_BIT_EXT: GLenum = 0x00000010
GL_MAP_UNSYNCHRONIZED_BIT_EXT: GLenum = 0x00000020
GL_EXT_memory_object: GLenum = 1
GL_UUID_SIZE_EXT: GLenum = 16
GL_TEXTURE_TILING_EXT: GLenum = 0x00009580
GL_DEDICATED_MEMORY_OBJECT_EXT: GLenum = 0x00009581
GL_NUM_TILING_TYPES_EXT: GLenum = 0x00009582
GL_TILING_TYPES_EXT: GLenum = 0x00009583
GL_OPTIMAL_TILING_EXT: GLenum = 0x00009584
GL_LINEAR_TILING_EXT: GLenum = 0x00009585
GL_LAYOUT_GENERAL_EXT: GLenum = 0x0000958D
GL_LAYOUT_COLOR_ATTACHMENT_EXT: GLenum = 0x0000958E
GL_LAYOUT_DEPTH_STENCIL_ATTACHMENT_EXT: GLenum = 0x0000958F
GL_LAYOUT_DEPTH_STENCIL_READ_ONLY_EXT: GLenum = 0x00009590
GL_LAYOUT_SHADER_READ_ONLY_EXT: GLenum = 0x00009591
GL_LAYOUT_TRANSFER_SRC_EXT: GLenum = 0x00009592
GL_LAYOUT_TRANSFER_DST_EXT: GLenum = 0x00009593
GL_NUM_DEVICE_UUIDS_EXT: GLenum = 0x00009596
GL_DEVICE_UUID_EXT: GLenum = 0x00009597
GL_DRIVER_UUID_EXT: GLenum = 0x00009598
GL_PROTECTED_MEMORY_OBJECT_EXT: GLenum = 0x0000959B
GL_EXT_memory_object_fd: GLenum = 1
GL_HANDLE_TYPE_OPAQUE_FD_EXT: GLenum = 0x00009586
GL_EXT_memory_object_win32: GLenum = 1
GL_LUID_SIZE_EXT: GLenum = 8
GL_HANDLE_TYPE_OPAQUE_WIN32_EXT: GLenum = 0x00009587
GL_HANDLE_TYPE_OPAQUE_WIN32_KMT_EXT: GLenum = 0x00009588
GL_HANDLE_TYPE_D3D12_TILEPOOL_EXT: GLenum = 0x00009589
GL_HANDLE_TYPE_D3D12_RESOURCE_EXT: GLenum = 0x0000958A
GL_HANDLE_TYPE_D3D11_IMAGE_EXT: GLenum = 0x0000958B
GL_HANDLE_TYPE_D3D11_IMAGE_KMT_EXT: GLenum = 0x0000958C
GL_HANDLE_TYPE_D3D12_FENCE_EXT: GLenum = 0x00009594
GL_D3D12_FENCE_VALUE_EXT: GLenum = 0x00009595
GL_DEVICE_LUID_EXT: GLenum = 0x00009599
GL_DEVICE_NODE_MASK_EXT: GLenum = 0x0000959A
GL_EXT_misc_attribute: GLenum = 1
GL_EXT_multi_draw_arrays: GLenum = 1
GL_EXT_multi_draw_indirect: GLenum = 1
GL_EXT_multiple_textures: GLenum = 1
GL_EXT_multisample: GLenum = 1
GL_MULTISAMPLE_EXT: GLenum = 0x0000809D
GL_SAMPLE_ALPHA_TO_MASK_EXT: GLenum = 0x0000809E
GL_SAMPLE_ALPHA_TO_ONE_EXT: GLenum = 0x0000809F
GL_SAMPLE_MASK_EXT: GLenum = 0x000080A0
GL_1PASS_EXT: GLenum = 0x000080A1
GL_2PASS_0_EXT: GLenum = 0x000080A2
GL_2PASS_1_EXT: GLenum = 0x000080A3
GL_4PASS_0_EXT: GLenum = 0x000080A4
GL_4PASS_1_EXT: GLenum = 0x000080A5
GL_4PASS_2_EXT: GLenum = 0x000080A6
GL_4PASS_3_EXT: GLenum = 0x000080A7
GL_SAMPLE_BUFFERS_EXT: GLenum = 0x000080A8
GL_SAMPLES_EXT: GLenum = 0x000080A9
GL_SAMPLE_MASK_VALUE_EXT: GLenum = 0x000080AA
GL_SAMPLE_MASK_INVERT_EXT: GLenum = 0x000080AB
GL_SAMPLE_PATTERN_EXT: GLenum = 0x000080AC
GL_MULTISAMPLE_BIT_EXT: GLenum64 = 0x20000000'u
GL_EXT_multisample_compatibility: GLenum = 1
GL_EXT_multisampled_render_to_texture: GLenum = 1
GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_SAMPLES_EXT: GLenum = 0x00008D6C
GL_EXT_multisampled_render_to_texture2: GLenum = 1
GL_EXT_multiview_draw_buffers: GLenum = 1
GL_DRAW_BUFFER_EXT: GLenum = 0x00000C01
GL_READ_BUFFER_EXT: GLenum = 0x00000C02
GL_COLOR_ATTACHMENT_EXT: GLenum = 0x000090F0
GL_MULTIVIEW_EXT: GLenum = 0x000090F1
GL_MAX_MULTIVIEW_BUFFERS_EXT: GLenum = 0x000090F2
GL_EXT_packed_depth_stencil: GLenum = 1
GL_DEPTH_STENCIL_EXT: GLenum = 0x000084F9
GL_UNSIGNED_INT_24_8_EXT: GLenum = 0x000084FA
GL_DEPTH24_STENCIL8_EXT: GLenum = 0x000088F0
GL_TEXTURE_STENCIL_SIZE_EXT: GLenum = 0x000088F1
GL_EXT_packed_float: GLenum = 1
GL_R11F_G11F_B10F_EXT: GLenum = 0x00008C3A
GL_UNSIGNED_INT_10F_11F_11F_REV_EXT: GLenum = 0x00008C3B
GL_RGBA_SIGNED_COMPONENTS_EXT: GLenum = 0x00008C3C
GL_EXT_packed_pixels: GLenum = 1
GL_UNSIGNED_BYTE_3_3_2_EXT: GLenum = 0x00008032
GL_UNSIGNED_SHORT_4_4_4_4_EXT: GLenum = 0x00008033
GL_UNSIGNED_SHORT_5_5_5_1_EXT: GLenum = 0x00008034
GL_UNSIGNED_INT_8_8_8_8_EXT: GLenum = 0x00008035
GL_UNSIGNED_INT_10_10_10_2_EXT: GLenum = 0x00008036
GL_EXT_paletted_texture: GLenum = 1
GL_COLOR_TABLE_FORMAT_EXT: GLenum = 0x000080D8
GL_COLOR_TABLE_WIDTH_EXT: GLenum = 0x000080D9
GL_COLOR_TABLE_RED_SIZE_EXT: GLenum = 0x000080DA
GL_COLOR_TABLE_GREEN_SIZE_EXT: GLenum = 0x000080DB
GL_COLOR_TABLE_BLUE_SIZE_EXT: GLenum = 0x000080DC
GL_COLOR_TABLE_ALPHA_SIZE_EXT: GLenum = 0x000080DD
GL_COLOR_TABLE_LUMINANCE_SIZE_EXT: GLenum = 0x000080DE
GL_COLOR_TABLE_INTENSITY_SIZE_EXT: GLenum = 0x000080DF
GL_TEXTURE_INDEX_SIZE_EXT: GLenum = 0x000080ED
GL_EXT_pixel_buffer_object: GLenum = 1
GL_PIXEL_PACK_BUFFER_EXT: GLenum = 0x000088EB
GL_PIXEL_UNPACK_BUFFER_EXT: GLenum = 0x000088EC
GL_PIXEL_PACK_BUFFER_BINDING_EXT: GLenum = 0x000088ED
GL_PIXEL_UNPACK_BUFFER_BINDING_EXT: GLenum = 0x000088EF
GL_EXT_pixel_transform: GLenum = 1
GL_PIXEL_TRANSFORM_2D_EXT: GLenum = 0x00008330
GL_PIXEL_MAG_FILTER_EXT: GLenum = 0x00008331
GL_PIXEL_MIN_FILTER_EXT: GLenum = 0x00008332
GL_PIXEL_CUBIC_WEIGHT_EXT: GLenum = 0x00008333
GL_CUBIC_EXT: GLenum = 0x00008334
GL_AVERAGE_EXT: GLenum = 0x00008335
GL_PIXEL_TRANSFORM_2D_STACK_DEPTH_EXT: GLenum = 0x00008336
GL_MAX_PIXEL_TRANSFORM_2D_STACK_DEPTH_EXT: GLenum = 0x00008337
GL_PIXEL_TRANSFORM_2D_MATRIX_EXT: GLenum = 0x00008338
GL_EXT_pixel_transform_color_table: GLenum = 1
GL_EXT_point_parameters: GLenum = 1
GL_POINT_SIZE_MIN_EXT: GLenum = 0x00008126
GL_POINT_SIZE_MAX_EXT: GLenum = 0x00008127
GL_POINT_FADE_THRESHOLD_SIZE_EXT: GLenum = 0x00008128
GL_DISTANCE_ATTENUATION_EXT: GLenum = 0x00008129
GL_EXT_polygon_offset: GLenum = 1
GL_POLYGON_OFFSET_EXT: GLenum = 0x00008037
GL_POLYGON_OFFSET_FACTOR_EXT: GLenum = 0x00008038
GL_POLYGON_OFFSET_BIAS_EXT: GLenum = 0x00008039
GL_EXT_polygon_offset_clamp: GLenum = 1
GL_POLYGON_OFFSET_CLAMP_EXT: GLenum = 0x00008E1B
GL_EXT_post_depth_coverage: GLenum = 1
GL_EXT_provoking_vertex: GLenum = 1
GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION_EXT: GLenum = 0x00008E4C
GL_PROVOKING_VERTEX_EXT: GLenum = 0x00008E4F
GL_EXT_pvrtc_sRGB: GLenum = 1
GL_COMPRESSED_SRGB_PVRTC_2BPPV1_EXT: GLenum = 0x00008A54
GL_COMPRESSED_SRGB_PVRTC_4BPPV1_EXT: GLenum = 0x00008A55
GL_COMPRESSED_SRGB_ALPHA_PVRTC_2BPPV1_EXT: GLenum = 0x00008A56
GL_COMPRESSED_SRGB_ALPHA_PVRTC_4BPPV1_EXT: GLenum = 0x00008A57
GL_EXT_raster_multisample: GLenum = 1
GL_COLOR_SAMPLES_NV: GLenum = 0x00008E20
GL_RASTER_MULTISAMPLE_EXT: GLenum = 0x00009327
GL_RASTER_SAMPLES_EXT: GLenum = 0x00009328
GL_MAX_RASTER_SAMPLES_EXT: GLenum = 0x00009329
GL_RASTER_FIXED_SAMPLE_LOCATIONS_EXT: GLenum = 0x0000932A
GL_MULTISAMPLE_RASTERIZATION_ALLOWED_EXT: GLenum = 0x0000932B
GL_EFFECTIVE_RASTER_SAMPLES_EXT: GLenum = 0x0000932C
GL_DEPTH_SAMPLES_NV: GLenum = 0x0000932D
GL_STENCIL_SAMPLES_NV: GLenum = 0x0000932E
GL_MIXED_DEPTH_SAMPLES_SUPPORTED_NV: GLenum = 0x0000932F
GL_MIXED_STENCIL_SAMPLES_SUPPORTED_NV: GLenum = 0x00009330
GL_COVERAGE_MODULATION_TABLE_NV: GLenum = 0x00009331
GL_COVERAGE_MODULATION_NV: GLenum = 0x00009332
GL_COVERAGE_MODULATION_TABLE_SIZE_NV: GLenum = 0x00009333
GL_EXT_read_format_bgra: GLenum = 1
GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT: GLenum = 0x00008365
GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT: GLenum = 0x00008366
GL_EXT_render_snorm: GLenum = 1
GL_R16_SNORM_EXT: GLenum = 0x00008F98
GL_RG16_SNORM_EXT: GLenum = 0x00008F99
GL_RGBA16_SNORM_EXT: GLenum = 0x00008F9B
GL_EXT_rescale_normal: GLenum = 1
GL_RESCALE_NORMAL_EXT: GLenum = 0x0000803A
GL_EXT_sRGB: GLenum = 1
GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING_EXT: GLenum = 0x00008210
GL_SRGB_EXT: GLenum = 0x00008C40
GL_SRGB_ALPHA_EXT: GLenum = 0x00008C42
GL_SRGB8_ALPHA8_EXT: GLenum = 0x00008C43
GL_EXT_sRGB_write_control: GLenum = 1
GL_EXT_scene_marker: GLenum = 1
GL_EXT_secondary_color: GLenum = 1
GL_COLOR_SUM_EXT: GLenum = 0x00008458
GL_CURRENT_SECONDARY_COLOR_EXT: GLenum = 0x00008459
GL_SECONDARY_COLOR_ARRAY_SIZE_EXT: GLenum = 0x0000845A
GL_SECONDARY_COLOR_ARRAY_TYPE_EXT: GLenum = 0x0000845B
GL_SECONDARY_COLOR_ARRAY_STRIDE_EXT: GLenum = 0x0000845C
GL_SECONDARY_COLOR_ARRAY_POINTER_EXT: GLenum = 0x0000845D
GL_SECONDARY_COLOR_ARRAY_EXT: GLenum = 0x0000845E
GL_EXT_semaphore: GLenum = 1
GL_EXT_semaphore_fd: GLenum = 1
GL_EXT_semaphore_win32: GLenum = 1
GL_EXT_separate_shader_objects: GLenum = 1
GL_ACTIVE_PROGRAM_EXT: GLenum = 0x00008B8D
GL_EXT_separate_specular_color: GLenum = 1
GL_LIGHT_MODEL_COLOR_CONTROL_EXT: GLenum = 0x000081F8
GL_SINGLE_COLOR_EXT: GLenum = 0x000081F9
GL_SEPARATE_SPECULAR_COLOR_EXT: GLenum = 0x000081FA
GL_EXT_shader_framebuffer_fetch: GLenum = 1
GL_FRAGMENT_SHADER_DISCARDS_SAMPLES_EXT: GLenum = 0x00008A52
GL_EXT_shader_group_vote: GLenum = 1
GL_EXT_shader_image_load_formatted: GLenum = 1
GL_EXT_shader_image_load_store: GLenum = 1
GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT_EXT: GLenum = 0x00000001
GL_ELEMENT_ARRAY_BARRIER_BIT_EXT: GLenum = 0x00000002
GL_UNIFORM_BARRIER_BIT_EXT: GLenum = 0x00000004
GL_TEXTURE_FETCH_BARRIER_BIT_EXT: GLenum = 0x00000008
GL_SHADER_IMAGE_ACCESS_BARRIER_BIT_EXT: GLenum = 0x00000020
GL_COMMAND_BARRIER_BIT_EXT: GLenum = 0x00000040
GL_PIXEL_BUFFER_BARRIER_BIT_EXT: GLenum = 0x00000080
GL_TEXTURE_UPDATE_BARRIER_BIT_EXT: GLenum = 0x00000100
GL_BUFFER_UPDATE_BARRIER_BIT_EXT: GLenum = 0x00000200
GL_FRAMEBUFFER_BARRIER_BIT_EXT: GLenum = 0x00000400
GL_TRANSFORM_FEEDBACK_BARRIER_BIT_EXT: GLenum = 0x00000800
GL_ATOMIC_COUNTER_BARRIER_BIT_EXT: GLenum = 0x00001000
GL_MAX_IMAGE_UNITS_EXT: GLenum = 0x00008F38
GL_MAX_COMBINED_IMAGE_UNITS_AND_FRAGMENT_OUTPUTS_EXT: GLenum = 0x00008F39
GL_IMAGE_BINDING_NAME_EXT: GLenum = 0x00008F3A
GL_IMAGE_BINDING_LEVEL_EXT: GLenum = 0x00008F3B
GL_IMAGE_BINDING_LAYERED_EXT: GLenum = 0x00008F3C
GL_IMAGE_BINDING_LAYER_EXT: GLenum = 0x00008F3D
GL_IMAGE_BINDING_ACCESS_EXT: GLenum = 0x00008F3E
GL_IMAGE_1D_EXT: GLenum = 0x0000904C
GL_IMAGE_2D_EXT: GLenum = 0x0000904D
GL_IMAGE_3D_EXT: GLenum = 0x0000904E
GL_IMAGE_2D_RECT_EXT: GLenum = 0x0000904F
GL_IMAGE_CUBE_EXT: GLenum = 0x00009050
GL_IMAGE_BUFFER_EXT: GLenum = 0x00009051
GL_IMAGE_1D_ARRAY_EXT: GLenum = 0x00009052
GL_IMAGE_2D_ARRAY_EXT: GLenum = 0x00009053
GL_IMAGE_CUBE_MAP_ARRAY_EXT: GLenum = 0x00009054
GL_IMAGE_2D_MULTISAMPLE_EXT: GLenum = 0x00009055
GL_IMAGE_2D_MULTISAMPLE_ARRAY_EXT: GLenum = 0x00009056
GL_INT_IMAGE_1D_EXT: GLenum = 0x00009057
GL_INT_IMAGE_2D_EXT: GLenum = 0x00009058
GL_INT_IMAGE_3D_EXT: GLenum = 0x00009059
GL_INT_IMAGE_2D_RECT_EXT: GLenum = 0x0000905A
GL_INT_IMAGE_CUBE_EXT: GLenum = 0x0000905B
GL_INT_IMAGE_BUFFER_EXT: GLenum = 0x0000905C
GL_INT_IMAGE_1D_ARRAY_EXT: GLenum = 0x0000905D
GL_INT_IMAGE_2D_ARRAY_EXT: GLenum = 0x0000905E
GL_INT_IMAGE_CUBE_MAP_ARRAY_EXT: GLenum = 0x0000905F
GL_INT_IMAGE_2D_MULTISAMPLE_EXT: GLenum = 0x00009060
GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY_EXT: GLenum = 0x00009061
GL_UNSIGNED_INT_IMAGE_1D_EXT: GLenum = 0x00009062
GL_UNSIGNED_INT_IMAGE_2D_EXT: GLenum = 0x00009063
GL_UNSIGNED_INT_IMAGE_3D_EXT: GLenum = 0x00009064
GL_UNSIGNED_INT_IMAGE_2D_RECT_EXT: GLenum = 0x00009065
GL_UNSIGNED_INT_IMAGE_CUBE_EXT: GLenum = 0x00009066
GL_UNSIGNED_INT_IMAGE_BUFFER_EXT: GLenum = 0x00009067
GL_UNSIGNED_INT_IMAGE_1D_ARRAY_EXT: GLenum = 0x00009068
GL_UNSIGNED_INT_IMAGE_2D_ARRAY_EXT: GLenum = 0x00009069
GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY_EXT: GLenum = 0x0000906A
GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_EXT: GLenum = 0x0000906B
GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY_EXT: GLenum = 0x0000906C
GL_MAX_IMAGE_SAMPLES_EXT: GLenum = 0x0000906D
GL_IMAGE_BINDING_FORMAT_EXT: GLenum = 0x0000906E
GL_ALL_BARRIER_BITS_EXT: GLenum64 = 0xFFFFFFFF'u
GL_EXT_shader_implicit_conversions: GLenum = 1
GL_EXT_shader_integer_mix: GLenum = 1
GL_EXT_shader_io_blocks: GLenum = 1
GL_EXT_shader_non_ant_global_initializers: GLenum = 1
GL_EXT_shader_pixel_local_storage: GLenum = 1
GL_MAX_SHADER_PIXEL_LOCAL_STORAGE_FAST_SIZE_EXT: GLenum = 0x00008F63
GL_SHADER_PIXEL_LOCAL_STORAGE_EXT: GLenum = 0x00008F64
GL_MAX_SHADER_PIXEL_LOCAL_STORAGE_SIZE_EXT: GLenum = 0x00008F67
GL_EXT_shader_pixel_local_storage2: GLenum = 1
GL_MAX_SHADER_COMBINED_LOCAL_STORAGE_FAST_SIZE_EXT: GLenum = 0x00009650
GL_MAX_SHADER_COMBINED_LOCAL_STORAGE_SIZE_EXT: GLenum = 0x00009651
GL_FRAMEBUFFER_INCOMPLETE_INSUFFICIENT_SHADER_COMBINED_LOCAL_STORAGE_EXT: GLenum = 0x00009652
GL_EXT_shader_texture_lod: GLenum = 1
GL_EXT_shadow_funcs: GLenum = 1
GL_EXT_shadow_samplers: GLenum = 1
GL_TEXTURE_COMPARE_MODE_EXT: GLenum = 0x0000884C
GL_TEXTURE_COMPARE_FUNC_EXT: GLenum = 0x0000884D
GL_COMPARE_REF_TO_TEXTURE_EXT: GLenum = 0x0000884E
GL_SAMPLER_2D_SHADOW_EXT: GLenum = 0x00008B62
GL_EXT_shared_texture_palette: GLenum = 1
GL_SHARED_TEXTURE_PALETTE_EXT: GLenum = 0x000081FB
GL_EXT_sparse_texture: GLenum = 1
GL_TEXTURE_CUBE_MAP_ARRAY_OES: GLenum = 0x00009009
GL_VIRTUAL_PAGE_SIZE_X_EXT: GLenum = 0x00009195
GL_VIRTUAL_PAGE_SIZE_Y_EXT: GLenum = 0x00009196
GL_VIRTUAL_PAGE_SIZE_Z_EXT: GLenum = 0x00009197
GL_MAX_SPARSE_TEXTURE_SIZE_EXT: GLenum = 0x00009198
GL_MAX_SPARSE_3D_TEXTURE_SIZE_EXT: GLenum = 0x00009199
GL_MAX_SPARSE_ARRAY_TEXTURE_LAYERS_EXT: GLenum = 0x0000919A
GL_TEXTURE_SPARSE_EXT: GLenum = 0x000091A6
GL_VIRTUAL_PAGE_SIZE_INDEX_EXT: GLenum = 0x000091A7
GL_NUM_VIRTUAL_PAGE_SIZES_EXT: GLenum = 0x000091A8
GL_SPARSE_TEXTURE_FULL_ARRAY_CUBE_MIPMAPS_EXT: GLenum = 0x000091A9
GL_NUM_SPARSE_LEVELS_EXT: GLenum = 0x000091AA
GL_EXT_sparse_texture2: GLenum = 1
GL_EXT_stencil_clear_tag: GLenum = 1
GL_STENCIL_TAG_BITS_EXT: GLenum = 0x000088F2
GL_STENCIL_CLEAR_TAG_VALUE_EXT: GLenum = 0x000088F3
GL_EXT_stencil_two_side: GLenum = 1
GL_STENCIL_TEST_TWO_SIDE_EXT: GLenum = 0x00008910
GL_ACTIVE_STENCIL_FACE_EXT: GLenum = 0x00008911
GL_EXT_stencil_wrap: GLenum = 1
GL_INCR_WRAP_EXT: GLenum = 0x00008507
GL_DECR_WRAP_EXT: GLenum = 0x00008508
GL_EXT_subtexture: GLenum = 1
GL_EXT_texture: GLenum = 1
GL_ALPHA4_EXT: GLenum = 0x0000803B
GL_ALPHA8_EXT: GLenum = 0x0000803C
GL_ALPHA12_EXT: GLenum = 0x0000803D
GL_ALPHA16_EXT: GLenum = 0x0000803E
GL_LUMINANCE4_EXT: GLenum = 0x0000803F
GL_LUMINANCE8_EXT: GLenum = 0x00008040
GL_LUMINANCE12_EXT: GLenum = 0x00008041
GL_LUMINANCE16_EXT: GLenum = 0x00008042
GL_LUMINANCE4_ALPHA4_EXT: GLenum = 0x00008043
GL_LUMINANCE6_ALPHA2_EXT: GLenum = 0x00008044
GL_LUMINANCE8_ALPHA8_EXT: GLenum = 0x00008045
GL_LUMINANCE12_ALPHA4_EXT: GLenum = 0x00008046
GL_LUMINANCE12_ALPHA12_EXT: GLenum = 0x00008047
GL_LUMINANCE16_ALPHA16_EXT: GLenum = 0x00008048
GL_INTENSITY_EXT: GLenum = 0x00008049
GL_INTENSITY4_EXT: GLenum = 0x0000804A
GL_INTENSITY8_EXT: GLenum = 0x0000804B
GL_INTENSITY12_EXT: GLenum = 0x0000804C
GL_INTENSITY16_EXT: GLenum = 0x0000804D
GL_RGB2_EXT: GLenum = 0x0000804E
GL_RGB4_EXT: GLenum = 0x0000804F
GL_RGB5_EXT: GLenum = 0x00008050
GL_RGB8_EXT: GLenum = 0x00008051
GL_RGB10_EXT: GLenum = 0x00008052
GL_RGB12_EXT: GLenum = 0x00008053
GL_RGB16_EXT: GLenum = 0x00008054
GL_RGBA2_EXT: GLenum = 0x00008055
GL_RGBA4_EXT: GLenum = 0x00008056
GL_RGB5_A1_EXT: GLenum = 0x00008057
GL_RGBA8_EXT: GLenum = 0x00008058
GL_RGB10_A2_EXT: GLenum = 0x00008059
GL_RGBA12_EXT: GLenum = 0x0000805A
GL_RGBA16_EXT: GLenum = 0x0000805B
GL_TEXTURE_RED_SIZE_EXT: GLenum = 0x0000805C
GL_TEXTURE_GREEN_SIZE_EXT: GLenum = 0x0000805D
GL_TEXTURE_BLUE_SIZE_EXT: GLenum = 0x0000805E
GL_TEXTURE_ALPHA_SIZE_EXT: GLenum = 0x0000805F
GL_TEXTURE_LUMINANCE_SIZE_EXT: GLenum = 0x00008060
GL_TEXTURE_INTENSITY_SIZE_EXT: GLenum = 0x00008061
GL_REPLACE_EXT: GLenum = 0x00008062
GL_PROXY_TEXTURE_1D_EXT: GLenum = 0x00008063
GL_PROXY_TEXTURE_2D_EXT: GLenum = 0x00008064
GL_EXT_texture3D: GLenum = 1
GL_PACK_SKIP_IMAGES_EXT: GLenum = 0x0000806B
GL_PACK_IMAGE_HEIGHT_EXT: GLenum = 0x0000806C
GL_UNPACK_SKIP_IMAGES_EXT: GLenum = 0x0000806D
GL_UNPACK_IMAGE_HEIGHT_EXT: GLenum = 0x0000806E
GL_TEXTURE_3D_EXT: GLenum = 0x0000806F
GL_PROXY_TEXTURE_3D_EXT: GLenum = 0x00008070
GL_TEXTURE_DEPTH_EXT: GLenum = 0x00008071
GL_TEXTURE_WRAP_R_EXT: GLenum = 0x00008072
GL_MAX_3D_TEXTURE_SIZE_EXT: GLenum = 0x00008073
GL_EXT_texture_array: GLenum = 1
GL_COMPARE_REF_DEPTH_TO_TEXTURE_EXT: GLenum = 0x0000884E
GL_MAX_ARRAY_TEXTURE_LAYERS_EXT: GLenum = 0x000088FF
GL_TEXTURE_1D_ARRAY_EXT: GLenum = 0x00008C18
GL_PROXY_TEXTURE_1D_ARRAY_EXT: GLenum = 0x00008C19
GL_TEXTURE_2D_ARRAY_EXT: GLenum = 0x00008C1A
GL_PROXY_TEXTURE_2D_ARRAY_EXT: GLenum = 0x00008C1B
GL_TEXTURE_BINDING_1D_ARRAY_EXT: GLenum = 0x00008C1C
GL_TEXTURE_BINDING_2D_ARRAY_EXT: GLenum = 0x00008C1D
GL_EXT_texture_buffer_object: GLenum = 1
GL_TEXTURE_BUFFER_EXT: GLenum = 0x00008C2A
GL_MAX_TEXTURE_BUFFER_SIZE_EXT: GLenum = 0x00008C2B
GL_TEXTURE_BINDING_BUFFER_EXT: GLenum = 0x00008C2C
GL_TEXTURE_BUFFER_DATA_STORE_BINDING_EXT: GLenum = 0x00008C2D
GL_TEXTURE_BUFFER_FORMAT_EXT: GLenum = 0x00008C2E
GL_EXT_texture_compression_astc_decode_mode: GLenum = 1
GL_TEXTURE_ASTC_DECODE_PRECISION_EXT: GLenum = 0x00008F69
GL_EXT_texture_compression_astc_decode_mode_rgb9e5: GLenum = 1
GL_EXT_texture_compression_bptc: GLenum = 1
GL_COMPRESSED_RGBA_BPTC_UNORM_EXT: GLenum = 0x00008E8C
GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_EXT: GLenum = 0x00008E8D
GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_EXT: GLenum = 0x00008E8E
GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_EXT: GLenum = 0x00008E8F
GL_EXT_texture_compression_dxt1: GLenum = 1
GL_EXT_texture_compression_latc: GLenum = 1
GL_COMPRESSED_LUMINANCE_LATC1_EXT: GLenum = 0x00008C70
GL_COMPRESSED_SIGNED_LUMINANCE_LATC1_EXT: GLenum = 0x00008C71
GL_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT: GLenum = 0x00008C72
GL_COMPRESSED_SIGNED_LUMINANCE_ALPHA_LATC2_EXT: GLenum = 0x00008C73
GL_EXT_texture_compression_rgtc: GLenum = 1
GL_COMPRESSED_RED_RGTC1_EXT: GLenum = 0x00008DBB
GL_COMPRESSED_SIGNED_RED_RGTC1_EXT: GLenum = 0x00008DBC
GL_COMPRESSED_RED_GREEN_RGTC2_EXT: GLenum = 0x00008DBD
GL_COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT: GLenum = 0x00008DBE
GL_EXT_texture_compression_s3tc: GLenum = 1
GL_COMPRESSED_RGB_S3TC_DXT1_EXT: GLenum = 0x000083F0
GL_COMPRESSED_RGBA_S3TC_DXT1_EXT: GLenum = 0x000083F1
GL_COMPRESSED_RGBA_S3TC_DXT3_EXT: GLenum = 0x000083F2
GL_COMPRESSED_RGBA_S3TC_DXT5_EXT: GLenum = 0x000083F3
GL_EXT_texture_cube_map: GLenum = 1
GL_NORMAL_MAP_EXT: GLenum = 0x00008511
GL_REFLECTION_MAP_EXT: GLenum = 0x00008512
GL_TEXTURE_CUBE_MAP_EXT: GLenum = 0x00008513
GL_TEXTURE_BINDING_CUBE_MAP_EXT: GLenum = 0x00008514
GL_TEXTURE_CUBE_MAP_POSITIVE_X_EXT: GLenum = 0x00008515
GL_TEXTURE_CUBE_MAP_NEGATIVE_X_EXT: GLenum = 0x00008516
GL_TEXTURE_CUBE_MAP_POSITIVE_Y_EXT: GLenum = 0x00008517
GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_EXT: GLenum = 0x00008518
GL_TEXTURE_CUBE_MAP_POSITIVE_Z_EXT: GLenum = 0x00008519
GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_EXT: GLenum = 0x0000851A
GL_PROXY_TEXTURE_CUBE_MAP_EXT: GLenum = 0x0000851B
GL_MAX_CUBE_MAP_TEXTURE_SIZE_EXT: GLenum = 0x0000851C
GL_EXT_texture_cube_map_array: GLenum = 1
GL_TEXTURE_CUBE_MAP_ARRAY_EXT: GLenum = 0x00009009
GL_TEXTURE_BINDING_CUBE_MAP_ARRAY_EXT: GLenum = 0x0000900A
GL_SAMPLER_CUBE_MAP_ARRAY_EXT: GLenum = 0x0000900C
GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW_EXT: GLenum = 0x0000900D
GL_INT_SAMPLER_CUBE_MAP_ARRAY_EXT: GLenum = 0x0000900E
GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY_EXT: GLenum = 0x0000900F
GL_EXT_texture_edge_clamp: GLenum = 1
GL_CLAMP_TO_EDGE_EXT: GLenum = 0x0000812F
GL_EXT_texture_env: GLenum = 1
GL_EXT_texture_env_add: GLenum = 1
GL_EXT_texture_env_combine: GLenum = 1
GL_COMBINE_EXT: GLenum = 0x00008570
GL_COMBINE_RGB_EXT: GLenum = 0x00008571
GL_COMBINE_ALPHA_EXT: GLenum = 0x00008572
GL_RGB_SCALE_EXT: GLenum = 0x00008573
GL_ADD_SIGNED_EXT: GLenum = 0x00008574
GL_INTERPOLATE_EXT: GLenum = 0x00008575
GL_CONSTANT_EXT: GLenum = 0x00008576
GL_PRIMARY_COLOR_EXT: GLenum = 0x00008577
GL_PREVIOUS_EXT: GLenum = 0x00008578
GL_SOURCE0_RGB_EXT: GLenum = 0x00008580
GL_SOURCE1_RGB_EXT: GLenum = 0x00008581
GL_SOURCE2_RGB_EXT: GLenum = 0x00008582
GL_SOURCE0_ALPHA_EXT: GLenum = 0x00008588
GL_SOURCE1_ALPHA_EXT: GLenum = 0x00008589
GL_SOURCE2_ALPHA_EXT: GLenum = 0x0000858A
GL_OPERAND0_RGB_EXT: GLenum = 0x00008590
GL_OPERAND1_RGB_EXT: GLenum = 0x00008591
GL_OPERAND2_RGB_EXT: GLenum = 0x00008592
GL_OPERAND0_ALPHA_EXT: GLenum = 0x00008598
GL_OPERAND1_ALPHA_EXT: GLenum = 0x00008599
GL_OPERAND2_ALPHA_EXT: GLenum = 0x0000859A
GL_EXT_texture_env_dot3: GLenum = 1
GL_DOT3_RGB_EXT: GLenum = 0x00008740
GL_DOT3_RGBA_EXT: GLenum = 0x00008741
GL_EXT_texture_filter_anisotropic: GLenum = 1
GL_TEXTURE_MAX_ANISOTROPY_EXT: GLenum = 0x000084FE
GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: GLenum = 0x000084FF
GL_EXT_texture_filter_minmax: GLenum = 1
GL_TEXTURE_REDUCTION_MODE_EXT: GLenum = 0x00009366
GL_WEIGHTED_AVERAGE_EXT: GLenum = 0x00009367
GL_EXT_texture_format_BGRA8888: GLenum = 1
GL_EXT_texture_integer: GLenum = 1
GL_RGBA32UI_EXT: GLenum = 0x00008D70
GL_RGB32UI_EXT: GLenum = 0x00008D71
GL_ALPHA32UI_EXT: GLenum = 0x00008D72
GL_INTENSITY32UI_EXT: GLenum = 0x00008D73
GL_LUMINANCE32UI_EXT: GLenum = 0x00008D74
GL_LUMINANCE_ALPHA32UI_EXT: GLenum = 0x00008D75
GL_RGBA16UI_EXT: GLenum = 0x00008D76
GL_RGB16UI_EXT: GLenum = 0x00008D77
GL_ALPHA16UI_EXT: GLenum = 0x00008D78
GL_INTENSITY16UI_EXT: GLenum = 0x00008D79
GL_LUMINANCE16UI_EXT: GLenum = 0x00008D7A
GL_LUMINANCE_ALPHA16UI_EXT: GLenum = 0x00008D7B
GL_RGBA8UI_EXT: GLenum = 0x00008D7C
GL_RGB8UI_EXT: GLenum = 0x00008D7D
GL_ALPHA8UI_EXT: GLenum = 0x00008D7E
GL_INTENSITY8UI_EXT: GLenum = 0x00008D7F
GL_LUMINANCE8UI_EXT: GLenum = 0x00008D80
GL_LUMINANCE_ALPHA8UI_EXT: GLenum = 0x00008D81
GL_RGBA32I_EXT: GLenum = 0x00008D82
GL_RGB32I_EXT: GLenum = 0x00008D83
GL_ALPHA32I_EXT: GLenum = 0x00008D84
GL_INTENSITY32I_EXT: GLenum = 0x00008D85
GL_LUMINANCE32I_EXT: GLenum = 0x00008D86
GL_LUMINANCE_ALPHA32I_EXT: GLenum = 0x00008D87
GL_RGBA16I_EXT: GLenum = 0x00008D88
GL_RGB16I_EXT: GLenum = 0x00008D89
GL_ALPHA16I_EXT: GLenum = 0x00008D8A
GL_INTENSITY16I_EXT: GLenum = 0x00008D8B
GL_LUMINANCE16I_EXT: GLenum = 0x00008D8C
GL_LUMINANCE_ALPHA16I_EXT: GLenum = 0x00008D8D
GL_RGBA8I_EXT: GLenum = 0x00008D8E
GL_RGB8I_EXT: GLenum = 0x00008D8F
GL_ALPHA8I_EXT: GLenum = 0x00008D90
GL_INTENSITY8I_EXT: GLenum = 0x00008D91
GL_LUMINANCE8I_EXT: GLenum = 0x00008D92
GL_LUMINANCE_ALPHA8I_EXT: GLenum = 0x00008D93
GL_RED_INTEGER_EXT: GLenum = 0x00008D94
GL_GREEN_INTEGER_EXT: GLenum = 0x00008D95
GL_BLUE_INTEGER_EXT: GLenum = 0x00008D96
GL_ALPHA_INTEGER_EXT: GLenum = 0x00008D97
GL_RGB_INTEGER_EXT: GLenum = 0x00008D98
GL_RGBA_INTEGER_EXT: GLenum = 0x00008D99
GL_BGR_INTEGER_EXT: GLenum = 0x00008D9A
GL_BGRA_INTEGER_EXT: GLenum = 0x00008D9B
GL_LUMINANCE_INTEGER_EXT: GLenum = 0x00008D9C
GL_LUMINANCE_ALPHA_INTEGER_EXT: GLenum = 0x00008D9D
GL_RGBA_INTEGER_MODE_EXT: GLenum = 0x00008D9E
GL_EXT_texture_lod_bias: GLenum = 1
GL_MAX_TEXTURE_LOD_BIAS_EXT: GLenum = 0x000084FD
GL_TEXTURE_FILTER_CONTROL_EXT: GLenum = 0x00008500
GL_TEXTURE_LOD_BIAS_EXT: GLenum = 0x00008501
GL_EXT_texture_mirror_clamp: GLenum = 1
GL_MIRROR_CLAMP_EXT: GLenum = 0x00008742
GL_MIRROR_CLAMP_TO_EDGE_EXT: GLenum = 0x00008743
GL_MIRROR_CLAMP_TO_BORDER_EXT: GLenum = 0x00008912
GL_EXT_texture_norm16: GLenum = 1
GL_R16_EXT: GLenum = 0x0000822A
GL_RG16_EXT: GLenum = 0x0000822C
GL_RGB16_SNORM_EXT: GLenum = 0x00008F9A
GL_EXT_texture_object: GLenum = 1
GL_TEXTURE_PRIORITY_EXT: GLenum = 0x00008066
GL_TEXTURE_RESIDENT_EXT: GLenum = 0x00008067
GL_TEXTURE_1D_BINDING_EXT: GLenum = 0x00008068
GL_TEXTURE_2D_BINDING_EXT: GLenum = 0x00008069
GL_TEXTURE_3D_BINDING_EXT: GLenum = 0x0000806A
GL_EXT_texture_perturb_normal: GLenum = 1
GL_PERTURB_EXT: GLenum = 0x000085AE
GL_TEXTURE_NORMAL_EXT: GLenum = 0x000085AF
GL_EXT_texture_rectangle: GLenum = 1
GL_TEXTURE_RECTANGLE_EXT: GLenum = 0x000084F5
GL_TEXTURE_BINDING_RECTANGLE_EXT: GLenum = 0x000084F6
GL_PROXY_TEXTURE_RECTANGLE_EXT: GLenum = 0x000084F7
GL_MAX_RECTANGLE_TEXTURE_SIZE_EXT: GLenum = 0x000084F8
GL_EXT_texture_rg: GLenum = 1
GL_RED_EXT: GLenum = 0x00001903
GL_RG_EXT: GLenum = 0x00008227
GL_R8_EXT: GLenum = 0x00008229
GL_RG8_EXT: GLenum = 0x0000822B
GL_EXT_texture_sRGB: GLenum = 1
GL_SRGB8_EXT: GLenum = 0x00008C41
GL_SLUMINANCE_ALPHA_EXT: GLenum = 0x00008C44
GL_SLUMINANCE8_ALPHA8_EXT: GLenum = 0x00008C45
GL_SLUMINANCE_EXT: GLenum = 0x00008C46
GL_SLUMINANCE8_EXT: GLenum = 0x00008C47
GL_COMPRESSED_SRGB_EXT: GLenum = 0x00008C48
GL_COMPRESSED_SRGB_ALPHA_EXT: GLenum = 0x00008C49
GL_COMPRESSED_SLUMINANCE_EXT: GLenum = 0x00008C4A
GL_COMPRESSED_SLUMINANCE_ALPHA_EXT: GLenum = 0x00008C4B
GL_COMPRESSED_SRGB_S3TC_DXT1_EXT: GLenum = 0x00008C4C
GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT: GLenum = 0x00008C4D
GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT: GLenum = 0x00008C4E
GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT: GLenum = 0x00008C4F
GL_EXT_texture_sRGB_R8: GLenum = 1
GL_SR8_EXT: GLenum = 0x00008FBD
GL_EXT_texture_sRGB_RG8: GLenum = 1
GL_SRG8_EXT: GLenum = 0x00008FBE
GL_EXT_texture_sRGB_decode: GLenum = 1
GL_TEXTURE_SRGB_DECODE_EXT: GLenum = 0x00008A48
GL_DECODE_EXT: GLenum = 0x00008A49
GL_SKIP_DECODE_EXT: GLenum = 0x00008A4A
GL_EXT_texture_shared_exponent: GLenum = 1
GL_RGB9_E5_EXT: GLenum = 0x00008C3D
GL_UNSIGNED_INT_5_9_9_9_REV_EXT: GLenum = 0x00008C3E
GL_TEXTURE_SHARED_SIZE_EXT: GLenum = 0x00008C3F
GL_EXT_texture_snorm: GLenum = 1
GL_ALPHA_SNORM: GLenum = 0x00009010
GL_LUMINANCE_SNORM: GLenum = 0x00009011
GL_LUMINANCE_ALPHA_SNORM: GLenum = 0x00009012
GL_INTENSITY_SNORM: GLenum = 0x00009013
GL_ALPHA8_SNORM: GLenum = 0x00009014
GL_LUMINANCE8_SNORM: GLenum = 0x00009015
GL_LUMINANCE8_ALPHA8_SNORM: GLenum = 0x00009016
GL_INTENSITY8_SNORM: GLenum = 0x00009017
GL_ALPHA16_SNORM: GLenum = 0x00009018
GL_LUMINANCE16_SNORM: GLenum = 0x00009019
GL_LUMINANCE16_ALPHA16_SNORM: GLenum = 0x0000901A
GL_INTENSITY16_SNORM: GLenum = 0x0000901B
GL_EXT_texture_storage: GLenum = 1
GL_R32F_EXT: GLenum = 0x0000822E
GL_RG32F_EXT: GLenum = 0x00008230
GL_RGBA32F_EXT: GLenum = 0x00008814
GL_RGB32F_EXT: GLenum = 0x00008815
GL_ALPHA32F_EXT: GLenum = 0x00008816
GL_LUMINANCE32F_EXT: GLenum = 0x00008818
GL_LUMINANCE_ALPHA32F_EXT: GLenum = 0x00008819
GL_ALPHA16F_EXT: GLenum = 0x0000881C
GL_LUMINANCE16F_EXT: GLenum = 0x0000881E
GL_LUMINANCE_ALPHA16F_EXT: GLenum = 0x0000881F
GL_TEXTURE_IMMUTABLE_FORMAT_EXT: GLenum = 0x0000912F
GL_EXT_texture_swizzle: GLenum = 1
GL_TEXTURE_SWIZZLE_R_EXT: GLenum = 0x00008E42
GL_TEXTURE_SWIZZLE_G_EXT: GLenum = 0x00008E43
GL_TEXTURE_SWIZZLE_B_EXT: GLenum = 0x00008E44
GL_TEXTURE_SWIZZLE_A_EXT: GLenum = 0x00008E45
GL_TEXTURE_SWIZZLE_RGBA_EXT: GLenum = 0x00008E46
GL_EXT_texture_type_2_10_10_10_REV: GLenum = 1
GL_UNSIGNED_INT_2_10_10_10_REV_EXT: GLenum = 0x00008368
GL_EXT_texture_view: GLenum = 1
GL_TEXTURE_VIEW_MIN_LEVEL_EXT: GLenum = 0x000082DB
GL_TEXTURE_VIEW_NUM_LEVELS_EXT: GLenum = 0x000082DC
GL_TEXTURE_VIEW_MIN_LAYER_EXT: GLenum = 0x000082DD
GL_TEXTURE_VIEW_NUM_LAYERS_EXT: GLenum = 0x000082DE
GL_EXT_timer_query: GLenum = 1
GL_TIME_ELAPSED_EXT: GLenum = 0x000088BF
GL_EXT_transform_feedback: GLenum = 1
GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH_EXT: GLenum = 0x00008C76
GL_TRANSFORM_FEEDBACK_BUFFER_MODE_EXT: GLenum = 0x00008C7F
GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS_EXT: GLenum = 0x00008C80
GL_TRANSFORM_FEEDBACK_VARYINGS_EXT: GLenum = 0x00008C83
GL_TRANSFORM_FEEDBACK_BUFFER_START_EXT: GLenum = 0x00008C84
GL_TRANSFORM_FEEDBACK_BUFFER_SIZE_EXT: GLenum = 0x00008C85
GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN_EXT: GLenum = 0x00008C88
GL_RASTERIZER_DISCARD_EXT: GLenum = 0x00008C89
GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS_EXT: GLenum = 0x00008C8A
GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS_EXT: GLenum = 0x00008C8B
GL_INTERLEAVED_ATTRIBS_EXT: GLenum = 0x00008C8C
GL_SEPARATE_ATTRIBS_EXT: GLenum = 0x00008C8D
GL_TRANSFORM_FEEDBACK_BUFFER_EXT: GLenum = 0x00008C8E
GL_TRANSFORM_FEEDBACK_BUFFER_BINDING_EXT: GLenum = 0x00008C8F
GL_EXT_unpack_subimage: GLenum = 1
GL_UNPACK_ROW_LENGTH_EXT: GLenum = 0x00000CF2
GL_UNPACK_SKIP_ROWS_EXT: GLenum = 0x00000CF3
GL_UNPACK_SKIP_PIXELS_EXT: GLenum = 0x00000CF4
GL_EXT_vertex_array: GLenum = 1
GL_DOUBLE_EXT: GLenum = 0x0000140A
GL_VERTEX_ARRAY_EXT: GLenum = 0x00008074
GL_NORMAL_ARRAY_EXT: GLenum = 0x00008075
GL_COLOR_ARRAY_EXT: GLenum = 0x00008076
GL_INDEX_ARRAY_EXT: GLenum = 0x00008077
GL_TEXTURE_COORD_ARRAY_EXT: GLenum = 0x00008078
GL_EDGE_FLAG_ARRAY_EXT: GLenum = 0x00008079
GL_VERTEX_ARRAY_SIZE_EXT: GLenum = 0x0000807A
GL_VERTEX_ARRAY_TYPE_EXT: GLenum = 0x0000807B
GL_VERTEX_ARRAY_STRIDE_EXT: GLenum = 0x0000807C
GL_VERTEX_ARRAY_COUNT_EXT: GLenum = 0x0000807D
GL_NORMAL_ARRAY_TYPE_EXT: GLenum = 0x0000807E
GL_NORMAL_ARRAY_STRIDE_EXT: GLenum = 0x0000807F
GL_NORMAL_ARRAY_COUNT_EXT: GLenum = 0x00008080
GL_COLOR_ARRAY_SIZE_EXT: GLenum = 0x00008081
GL_COLOR_ARRAY_TYPE_EXT: GLenum = 0x00008082
GL_COLOR_ARRAY_STRIDE_EXT: GLenum = 0x00008083
GL_COLOR_ARRAY_COUNT_EXT: GLenum = 0x00008084
GL_INDEX_ARRAY_TYPE_EXT: GLenum = 0x00008085
GL_INDEX_ARRAY_STRIDE_EXT: GLenum = 0x00008086
GL_INDEX_ARRAY_COUNT_EXT: GLenum = 0x00008087
GL_TEXTURE_COORD_ARRAY_SIZE_EXT: GLenum = 0x00008088
GL_TEXTURE_COORD_ARRAY_TYPE_EXT: GLenum = 0x00008089
GL_TEXTURE_COORD_ARRAY_STRIDE_EXT: GLenum = 0x0000808A
GL_TEXTURE_COORD_ARRAY_COUNT_EXT: GLenum = 0x0000808B
GL_EDGE_FLAG_ARRAY_STRIDE_EXT: GLenum = 0x0000808C
GL_EDGE_FLAG_ARRAY_COUNT_EXT: GLenum = 0x0000808D
GL_VERTEX_ARRAY_POINTER_EXT: GLenum = 0x0000808E
GL_NORMAL_ARRAY_POINTER_EXT: GLenum = 0x0000808F
GL_COLOR_ARRAY_POINTER_EXT: GLenum = 0x00008090
GL_INDEX_ARRAY_POINTER_EXT: GLenum = 0x00008091
GL_TEXTURE_COORD_ARRAY_POINTER_EXT: GLenum = 0x00008092
GL_EDGE_FLAG_ARRAY_POINTER_EXT: GLenum = 0x00008093
GL_EXT_vertex_array_bgra: GLenum = 1
GL_EXT_vertex_array_setXXX: GLenum = 1
GL_EXT_vertex_attrib_64bit: GLenum = 1
GL_DOUBLE_MAT2_EXT: GLenum = 0x00008F46
GL_DOUBLE_MAT3_EXT: GLenum = 0x00008F47
GL_DOUBLE_MAT4_EXT: GLenum = 0x00008F48
GL_DOUBLE_MAT2x3_EXT: GLenum = 0x00008F49
GL_DOUBLE_MAT2x4_EXT: GLenum = 0x00008F4A
GL_DOUBLE_MAT3x2_EXT: GLenum = 0x00008F4B
GL_DOUBLE_MAT3x4_EXT: GLenum = 0x00008F4C
GL_DOUBLE_MAT4x2_EXT: GLenum = 0x00008F4D
GL_DOUBLE_MAT4x3_EXT: GLenum = 0x00008F4E
GL_DOUBLE_VEC2_EXT: GLenum = 0x00008FFC
GL_DOUBLE_VEC3_EXT: GLenum = 0x00008FFD
GL_DOUBLE_VEC4_EXT: GLenum = 0x00008FFE
GL_EXT_vertex_shader: GLenum = 1
GL_VERTEX_SHADER_EXT: GLenum = 0x00008780
GL_VERTEX_SHADER_BINDING_EXT: GLenum = 0x00008781
GL_OP_INDEX_EXT: GLenum = 0x00008782
GL_OP_NEGATE_EXT: GLenum = 0x00008783
GL_OP_DOT3_EXT: GLenum = 0x00008784
GL_OP_DOT4_EXT: GLenum = 0x00008785
GL_OP_MUL_EXT: GLenum = 0x00008786
GL_OP_ADD_EXT: GLenum = 0x00008787
GL_OP_MADD_EXT: GLenum = 0x00008788
GL_OP_FRAC_EXT: GLenum = 0x00008789
GL_OP_MAX_EXT: GLenum = 0x0000878A
GL_OP_MIN_EXT: GLenum = 0x0000878B
GL_OP_SET_GE_EXT: GLenum = 0x0000878C
GL_OP_SET_LT_EXT: GLenum = 0x0000878D
GL_OP_CLAMP_EXT: GLenum = 0x0000878E
GL_OP_FLOOR_EXT: GLenum = 0x0000878F
GL_OP_ROUND_EXT: GLenum = 0x00008790
GL_OP_EXP_BASE_2_EXT: GLenum = 0x00008791
GL_OP_LOG_BASE_2_EXT: GLenum = 0x00008792
GL_OP_POWER_EXT: GLenum = 0x00008793
GL_OP_RECIP_EXT: GLenum = 0x00008794
GL_OP_RECIP_SQRT_EXT: GLenum = 0x00008795
GL_OP_SUB_EXT: GLenum = 0x00008796
GL_OP_CROSS_PRODUCT_EXT: GLenum = 0x00008797
GL_OP_MULTIPLY_MATRIX_EXT: GLenum = 0x00008798
GL_OP_MOV_EXT: GLenum = 0x00008799
GL_OUTPUT_VERTEX_EXT: GLenum = 0x0000879A
GL_OUTPUT_COLOR0_EXT: GLenum = 0x0000879B
GL_OUTPUT_COLOR1_EXT: GLenum = 0x0000879C
GL_OUTPUT_TEXTURE_COORD0_EXT: GLenum = 0x0000879D
GL_OUTPUT_TEXTURE_COORD1_EXT: GLenum = 0x0000879E
GL_OUTPUT_TEXTURE_COORD2_EXT: GLenum = 0x0000879F
GL_OUTPUT_TEXTURE_COORD3_EXT: GLenum = 0x000087A0
GL_OUTPUT_TEXTURE_COORD4_EXT: GLenum = 0x000087A1
GL_OUTPUT_TEXTURE_COORD5_EXT: GLenum = 0x000087A2
GL_OUTPUT_TEXTURE_COORD6_EXT: GLenum = 0x000087A3
GL_OUTPUT_TEXTURE_COORD7_EXT: GLenum = 0x000087A4
GL_OUTPUT_TEXTURE_COORD8_EXT: GLenum = 0x000087A5
GL_OUTPUT_TEXTURE_COORD9_EXT: GLenum = 0x000087A6
GL_OUTPUT_TEXTURE_COORD10_EXT: GLenum = 0x000087A7
GL_OUTPUT_TEXTURE_COORD11_EXT: GLenum = 0x000087A8
GL_OUTPUT_TEXTURE_COORD12_EXT: GLenum = 0x000087A9
GL_OUTPUT_TEXTURE_COORD13_EXT: GLenum = 0x000087AA
GL_OUTPUT_TEXTURE_COORD14_EXT: GLenum = 0x000087AB
GL_OUTPUT_TEXTURE_COORD15_EXT: GLenum = 0x000087AC
GL_OUTPUT_TEXTURE_COORD16_EXT: GLenum = 0x000087AD
GL_OUTPUT_TEXTURE_COORD17_EXT: GLenum = 0x000087AE
GL_OUTPUT_TEXTURE_COORD18_EXT: GLenum = 0x000087AF
GL_OUTPUT_TEXTURE_COORD19_EXT: GLenum = 0x000087B0
GL_OUTPUT_TEXTURE_COORD20_EXT: GLenum = 0x000087B1
GL_OUTPUT_TEXTURE_COORD21_EXT: GLenum = 0x000087B2
GL_OUTPUT_TEXTURE_COORD22_EXT: GLenum = 0x000087B3
GL_OUTPUT_TEXTURE_COORD23_EXT: GLenum = 0x000087B4
GL_OUTPUT_TEXTURE_COORD24_EXT: GLenum = 0x000087B5
GL_OUTPUT_TEXTURE_COORD25_EXT: GLenum = 0x000087B6
GL_OUTPUT_TEXTURE_COORD26_EXT: GLenum = 0x000087B7
GL_OUTPUT_TEXTURE_COORD27_EXT: GLenum = 0x000087B8
GL_OUTPUT_TEXTURE_COORD28_EXT: GLenum = 0x000087B9
GL_OUTPUT_TEXTURE_COORD29_EXT: GLenum = 0x000087BA
GL_OUTPUT_TEXTURE_COORD30_EXT: GLenum = 0x000087BB
GL_OUTPUT_TEXTURE_COORD31_EXT: GLenum = 0x000087BC
GL_OUTPUT_FOG_EXT: GLenum = 0x000087BD
GL_SCALAR_EXT: GLenum = 0x000087BE
GL_VECTOR_EXT: GLenum = 0x000087BF
GL_MATRIX_EXT: GLenum = 0x000087C0
GL_VARIANT_EXT: GLenum = 0x000087C1
GL_INVARIANT_EXT: GLenum = 0x000087C2
GL_LOCAL_CONSTANT_EXT: GLenum = 0x000087C3
GL_LOCAL_EXT: GLenum = 0x000087C4
GL_MAX_VERTEX_SHADER_INSTRUCTIONS_EXT: GLenum = 0x000087C5
GL_MAX_VERTEX_SHADER_VARIANTS_EXT: GLenum = 0x000087C6
GL_MAX_VERTEX_SHADER_INVARIANTS_EXT: GLenum = 0x000087C7
GL_MAX_VERTEX_SHADER_LOCAL_CONSTANTS_EXT: GLenum = 0x000087C8
GL_MAX_VERTEX_SHADER_LOCALS_EXT: GLenum = 0x000087C9
GL_MAX_OPTIMIZED_VERTEX_SHADER_INSTRUCTIONS_EXT: GLenum = 0x000087CA
GL_MAX_OPTIMIZED_VERTEX_SHADER_VARIANTS_EXT: GLenum = 0x000087CB
GL_MAX_OPTIMIZED_VERTEX_SHADER_INVARIANTS_EXT: GLenum = 0x000087CC
GL_MAX_OPTIMIZED_VERTEX_SHADER_LOCAL_CONSTANTS_EXT: GLenum = 0x000087CD
GL_MAX_OPTIMIZED_VERTEX_SHADER_LOCALS_EXT: GLenum = 0x000087CE
GL_VERTEX_SHADER_INSTRUCTIONS_EXT: GLenum = 0x000087CF
GL_VERTEX_SHADER_VARIANTS_EXT: GLenum = 0x000087D0
GL_VERTEX_SHADER_INVARIANTS_EXT: GLenum = 0x000087D1
GL_VERTEX_SHADER_LOCAL_CONSTANTS_EXT: GLenum = 0x000087D2
GL_VERTEX_SHADER_LOCALS_EXT: GLenum = 0x000087D3
GL_VERTEX_SHADER_OPTIMIZED_EXT: GLenum = 0x000087D4
GL_X_EXT: GLenum = 0x000087D5
GL_Y_EXT: GLenum = 0x000087D6
GL_Z_EXT: GLenum = 0x000087D7
GL_W_EXT: GLenum = 0x000087D8
GL_NEGATIVE_X_EXT: GLenum = 0x000087D9
GL_NEGATIVE_Y_EXT: GLenum = 0x000087DA
GL_NEGATIVE_Z_EXT: GLenum = 0x000087DB
GL_NEGATIVE_W_EXT: GLenum = 0x000087DC
GL_ZERO_EXT: GLenum = 0x000087DD
GL_ONE_EXT: GLenum = 0x000087DE
GL_NEGATIVE_ONE_EXT: GLenum = 0x000087DF
GL_NORMALIZED_RANGE_EXT: GLenum = 0x000087E0
GL_FULL_RANGE_EXT: GLenum = 0x000087E1
GL_CURRENT_VERTEX_EXT: GLenum = 0x000087E2
GL_MVP_MATRIX_EXT: GLenum = 0x000087E3
GL_VARIANT_VALUE_EXT: GLenum = 0x000087E4
GL_VARIANT_DATATYPE_EXT: GLenum = 0x000087E5
GL_VARIANT_ARRAY_STRIDE_EXT: GLenum = 0x000087E6
GL_VARIANT_ARRAY_TYPE_EXT: GLenum = 0x000087E7
GL_VARIANT_ARRAY_EXT: GLenum = 0x000087E8
GL_VARIANT_ARRAY_POINTER_EXT: GLenum = 0x000087E9
GL_INVARIANT_VALUE_EXT: GLenum = 0x000087EA
GL_INVARIANT_DATATYPE_EXT: GLenum = 0x000087EB
GL_LOCAL_CONSTANT_VALUE_EXT: GLenum = 0x000087EC
GL_LOCAL_CONSTANT_DATATYPE_EXT: GLenum = 0x000087ED
GL_EXT_vertex_weighting: GLenum = 1
GL_MODELVIEW0_STACK_DEPTH_EXT: GLenum = 0x00000BA3
GL_MODELVIEW0_MATRIX_EXT: GLenum = 0x00000BA6
GL_MODELVIEW0_EXT: GLenum = 0x00001700
GL_MODELVIEW1_STACK_DEPTH_EXT: GLenum = 0x00008502
GL_MODELVIEW1_MATRIX_EXT: GLenum = 0x00008506
GL_VERTEX_WEIGHTING_EXT: GLenum = 0x00008509
GL_MODELVIEW1_EXT: GLenum = 0x0000850A
GL_CURRENT_VERTEX_WEIGHT_EXT: GLenum = 0x0000850B
GL_VERTEX_WEIGHT_ARRAY_EXT: GLenum = 0x0000850C
GL_VERTEX_WEIGHT_ARRAY_SIZE_EXT: GLenum = 0x0000850D
GL_VERTEX_WEIGHT_ARRAY_TYPE_EXT: GLenum = 0x0000850E
GL_VERTEX_WEIGHT_ARRAY_STRIDE_EXT: GLenum = 0x0000850F
GL_VERTEX_WEIGHT_ARRAY_POINTER_EXT: GLenum = 0x00008510
GL_EXT_win32_keyed_mutex: GLenum = 1
GL_EXT_window_rectangles: GLenum = 1
GL_INCLUSIVE_EXT: GLenum = 0x00008F10
GL_EXCLUSIVE_EXT: GLenum = 0x00008F11
GL_WINDOW_RECTANGLE_EXT: GLenum = 0x00008F12
GL_WINDOW_RECTANGLE_MODE_EXT: GLenum = 0x00008F13
GL_MAX_WINDOW_RECTANGLES_EXT: GLenum = 0x00008F14
GL_NUM_WINDOW_RECTANGLES_EXT: GLenum = 0x00008F15
GL_EXT_x11_sync_object: GLenum = 1
GL_SYNC_X11_FENCE_EXT: GLenum = 0x000090E1
GL_GREMEDY_frame_terminator: GLenum = 1
GL_GREMEDY_string_marker: GLenum = 1
GL_HP_convolution_border_modes: GLenum = 1
GL_HP_image_transform: GLenum = 1
GL_HP_occlusion_test: GLenum = 1
GL_HP_texture_lighting: GLenum = 1
GL_IBM_cull_vertex: GLenum = 1
GL_CULL_VERTEX_IBM: GLenum = 103050
GL_IBM_multimode_draw_arrays: GLenum = 1
GL_IBM_rasterpos_clip: GLenum = 1
GL_RASTER_POSITION_UNCLIPPED_IBM: GLenum = 103010
GL_IBM_static_data: GLenum = 1
GL_ALL_STATIC_DATA_IBM: GLenum = 103060
GL_STATIC_VERTEX_ARRAY_IBM: GLenum = 103061
GL_IBM_texture_mirrored_repeat: GLenum = 1
GL_MIRRORED_REPEAT_IBM: GLenum = 0x00008370
GL_IBM_vertex_array_lists: GLenum = 1
GL_VERTEX_ARRAY_LIST_IBM: GLenum = 103070
GL_NORMAL_ARRAY_LIST_IBM: GLenum = 103071
GL_COLOR_ARRAY_LIST_IBM: GLenum = 103072
GL_INDEX_ARRAY_LIST_IBM: GLenum = 103073
GL_TEXTURE_COORD_ARRAY_LIST_IBM: GLenum = 103074
GL_EDGE_FLAG_ARRAY_LIST_IBM: GLenum = 103075
GL_FOG_COORDINATE_ARRAY_LIST_IBM: GLenum = 103076
GL_SECONDARY_COLOR_ARRAY_LIST_IBM: GLenum = 103077
GL_VERTEX_ARRAY_LIST_STRIDE_IBM: GLenum = 103080
GL_NORMAL_ARRAY_LIST_STRIDE_IBM: GLenum = 103081
GL_COLOR_ARRAY_LIST_STRIDE_IBM: GLenum = 103082
GL_INDEX_ARRAY_LIST_STRIDE_IBM: GLenum = 103083
GL_TEXTURE_COORD_ARRAY_LIST_STRIDE_IBM: GLenum = 103084
GL_EDGE_FLAG_ARRAY_LIST_STRIDE_IBM: GLenum = 103085
GL_FOG_COORDINATE_ARRAY_LIST_STRIDE_IBM: GLenum = 103086
GL_SECONDARY_COLOR_ARRAY_LIST_STRIDE_IBM: GLenum = 103087
GL_INGR_color_clamp: GLenum = 1
GL_RED_MIN_CLAMP_INGR: GLenum = 0x00008560
GL_GREEN_MIN_CLAMP_INGR: GLenum = 0x00008561
GL_BLUE_MIN_CLAMP_INGR: GLenum = 0x00008562
GL_ALPHA_MIN_CLAMP_INGR: GLenum = 0x00008563
GL_RED_MAX_CLAMP_INGR: GLenum = 0x00008564
GL_GREEN_MAX_CLAMP_INGR: GLenum = 0x00008565
GL_BLUE_MAX_CLAMP_INGR: GLenum = 0x00008566
GL_ALPHA_MAX_CLAMP_INGR: GLenum = 0x00008567
GL_INGR_interlace_read: GLenum = 1
GL_INTERLACE_READ_INGR: GLenum = 0x00008568
GL_INTEL_conservative_rasterization: GLenum = 1
GL_CONSERVATIVE_RASTERIZATION_INTEL: GLenum = 0x000083FE
GL_INTEL_fragment_shader_ordering: GLenum = 1
GL_INTEL_framebuffer_CMAA: GLenum = 1
GL_INTEL_map_texture: GLenum = 1
GL_LAYOUT_DEFAULT_INTEL: GLenum = 0
GL_LAYOUT_LINEAR_INTEL: GLenum = 1
GL_LAYOUT_LINEAR_CPU_CACHED_INTEL: GLenum = 2
GL_TEXTURE_MEMORY_LAYOUT_INTEL: GLenum = 0x000083FF
GL_INTEL_parallel_arrays: GLenum = 1
GL_PARALLEL_ARRAYS_INTEL: GLenum = 0x000083F4
GL_VERTEX_ARRAY_PARALLEL_POINTERS_INTEL: GLenum = 0x000083F5
GL_NORMAL_ARRAY_PARALLEL_POINTERS_INTEL: GLenum = 0x000083F6
GL_COLOR_ARRAY_PARALLEL_POINTERS_INTEL: GLenum = 0x000083F7
GL_TEXTURE_COORD_ARRAY_PARALLEL_POINTERS_INTEL: GLenum = 0x000083F8
GL_INTEL_performance_query: GLenum = 1
GL_PERFQUERY_SINGLE_CONTEXT_INTEL: GLenum = 0x00000000
GL_PERFQUERY_GLOBAL_CONTEXT_INTEL: GLenum = 0x00000001
GL_PERFQUERY_DONOT_FLUSH_INTEL: GLenum = 0x000083F9
GL_PERFQUERY_FLUSH_INTEL: GLenum = 0x000083FA
GL_PERFQUERY_WAIT_INTEL: GLenum = 0x000083FB
GL_PERFQUERY_COUNTER_EVENT_INTEL: GLenum = 0x000094F0
GL_PERFQUERY_COUNTER_DURATION_NORM_INTEL: GLenum = 0x000094F1
GL_PERFQUERY_COUNTER_DURATION_RAW_INTEL: GLenum = 0x000094F2
GL_PERFQUERY_COUNTER_THROUGHPUT_INTEL: GLenum = 0x000094F3
GL_PERFQUERY_COUNTER_RAW_INTEL: GLenum = 0x000094F4
GL_PERFQUERY_COUNTER_TIMESTAMP_INTEL: GLenum = 0x000094F5
GL_PERFQUERY_COUNTER_DATA_UINT32_INTEL: GLenum = 0x000094F8
GL_PERFQUERY_COUNTER_DATA_UINT64_INTEL: GLenum = 0x000094F9
GL_PERFQUERY_COUNTER_DATA_FLOAT_INTEL: GLenum = 0x000094FA
GL_PERFQUERY_COUNTER_DATA_DOUBLE_INTEL: GLenum = 0x000094FB
GL_PERFQUERY_COUNTER_DATA_BOOL32_INTEL: GLenum = 0x000094FC
GL_PERFQUERY_QUERY_NAME_LENGTH_MAX_INTEL: GLenum = 0x000094FD
GL_PERFQUERY_COUNTER_NAME_LENGTH_MAX_INTEL: GLenum = 0x000094FE
GL_PERFQUERY_COUNTER_DESC_LENGTH_MAX_INTEL: GLenum = 0x000094FF
GL_PERFQUERY_GPA_EXTENDED_COUNTERS_INTEL: GLenum = 0x00009500
GL_INTEL_texture_scissor: GLenum = 1
GL_KHR_blend_equation_advanced: GLenum = 1
GL_BLEND_ADVANCED_COHERENT_KHR: GLenum = 0x00009285
GL_MULTIPLY_KHR: GLenum = 0x00009294
GL_SCREEN_KHR: GLenum = 0x00009295
GL_OVERLAY_KHR: GLenum = 0x00009296
GL_DARKEN_KHR: GLenum = 0x00009297
GL_LIGHTEN_KHR: GLenum = 0x00009298
GL_COLORDODGE_KHR: GLenum = 0x00009299
GL_COLORBURN_KHR: GLenum = 0x0000929A
GL_HARDLIGHT_KHR: GLenum = 0x0000929B
GL_SOFTLIGHT_KHR: GLenum = 0x0000929C
GL_DIFFERENCE_KHR: GLenum = 0x0000929E
GL_EXCLUSION_KHR: GLenum = 0x000092A0
GL_HSL_HUE_KHR: GLenum = 0x000092AD
GL_HSL_SATURATION_KHR: GLenum = 0x000092AE
GL_HSL_COLOR_KHR: GLenum = 0x000092AF
GL_HSL_LUMINOSITY_KHR: GLenum = 0x000092B0
GL_KHR_blend_equation_advanced_coherent: GLenum = 1
GL_KHR_context_flush_control: GLenum = 1
GL_KHR_debug: GLenum = 1
GL_CONTEXT_FLAG_DEBUG_BIT: GLenum = 0x00000002
GL_DEBUG_OUTPUT_SYNCHRONOUS: GLenum = 0x00008242
GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH: GLenum = 0x00008243
GL_DEBUG_CALLBACK_FUNCTION: GLenum = 0x00008244
GL_DEBUG_CALLBACK_USER_PARAM: GLenum = 0x00008245
GL_DEBUG_SOURCE_API: GLenum = 0x00008246
GL_DEBUG_SOURCE_WINDOW_SYSTEM: GLenum = 0x00008247
GL_DEBUG_SOURCE_SHADER_COMPILER: GLenum = 0x00008248
GL_DEBUG_SOURCE_THIRD_PARTY: GLenum = 0x00008249
GL_DEBUG_SOURCE_APPLICATION: GLenum = 0x0000824A
GL_DEBUG_SOURCE_OTHER: GLenum = 0x0000824B
GL_DEBUG_TYPE_ERROR: GLenum = 0x0000824C
GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR: GLenum = 0x0000824D
GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR: GLenum = 0x0000824E
GL_DEBUG_TYPE_PORTABILITY: GLenum = 0x0000824F
GL_DEBUG_TYPE_PERFORMANCE: GLenum = 0x00008250
GL_DEBUG_TYPE_OTHER: GLenum = 0x00008251
GL_DEBUG_TYPE_MARKER: GLenum = 0x00008268
GL_DEBUG_TYPE_PUSH_GROUP: GLenum = 0x00008269
GL_DEBUG_TYPE_POP_GROUP: GLenum = 0x0000826A
GL_DEBUG_SEVERITY_NOTIFICATION: GLenum = 0x0000826B
GL_MAX_DEBUG_GROUP_STACK_DEPTH: GLenum = 0x0000826C
GL_DEBUG_GROUP_STACK_DEPTH: GLenum = 0x0000826D
GL_BUFFER: GLenum = 0x000082E0
GL_SHADER: GLenum = 0x000082E1
GL_PROGRAM: GLenum = 0x000082E2
GL_QUERY: GLenum = 0x000082E3
GL_PROGRAM_PIPELINE: GLenum = 0x000082E4
GL_SAMPLER: GLenum = 0x000082E6
GL_DISPLAY_LIST: GLenum = 0x000082E7
GL_MAX_LABEL_LENGTH: GLenum = 0x000082E8
GL_MAX_DEBUG_MESSAGE_LENGTH: GLenum = 0x00009143
GL_MAX_DEBUG_LOGGED_MESSAGES: GLenum = 0x00009144
GL_DEBUG_LOGGED_MESSAGES: GLenum = 0x00009145
GL_DEBUG_SEVERITY_HIGH: GLenum = 0x00009146
GL_DEBUG_SEVERITY_MEDIUM: GLenum = 0x00009147
GL_DEBUG_SEVERITY_LOW: GLenum = 0x00009148
GL_DEBUG_OUTPUT: GLenum = 0x000092E0
GL_KHR_no_error: GLenum = 1
GL_CONTEXT_FLAG_NO_ERROR_BIT_KHR: GLenum = 0x00000008
GL_KHR_parallel_shader_compile: GLenum = 1
GL_MAX_SHADER_COMPILER_THREADS_KHR: GLenum = 0x000091B0
GL_COMPLETION_STATUS_KHR: GLenum = 0x000091B1
GL_KHR_robust_buffer_access_behavior: GLenum = 1
GL_KHR_robustness: GLenum = 1
GL_CONTEXT_LOST: GLenum = 0x00000507
GL_LOSE_CONTEXT_ON_RESET: GLenum = 0x00008252
GL_GUILTY_CONTEXT_RESET: GLenum = 0x00008253
GL_INNOCENT_CONTEXT_RESET: GLenum = 0x00008254
GL_UNKNOWN_CONTEXT_RESET: GLenum = 0x00008255
GL_RESET_NOTIFICATION_STRATEGY: GLenum = 0x00008256
GL_NO_RESET_NOTIFICATION: GLenum = 0x00008261
GL_CONTEXT_ROBUST_ACCESS: GLenum = 0x000090F3
GL_KHR_texture_compression_astc_hdr: GLenum = 1
GL_COMPRESSED_RGBA_ASTC_4x4_KHR: GLenum = 0x000093B0
GL_COMPRESSED_RGBA_ASTC_5x4_KHR: GLenum = 0x000093B1
GL_COMPRESSED_RGBA_ASTC_5x5_KHR: GLenum = 0x000093B2
GL_COMPRESSED_RGBA_ASTC_6x5_KHR: GLenum = 0x000093B3
GL_COMPRESSED_RGBA_ASTC_6x6_KHR: GLenum = 0x000093B4
GL_COMPRESSED_RGBA_ASTC_8x5_KHR: GLenum = 0x000093B5
GL_COMPRESSED_RGBA_ASTC_8x6_KHR: GLenum = 0x000093B6
GL_COMPRESSED_RGBA_ASTC_8x8_KHR: GLenum = 0x000093B7
GL_COMPRESSED_RGBA_ASTC_10x5_KHR: GLenum = 0x000093B8
GL_COMPRESSED_RGBA_ASTC_10x6_KHR: GLenum = 0x000093B9
GL_COMPRESSED_RGBA_ASTC_10x8_KHR: GLenum = 0x000093BA
GL_COMPRESSED_RGBA_ASTC_10x10_KHR: GLenum = 0x000093BB
GL_COMPRESSED_RGBA_ASTC_12x10_KHR: GLenum = 0x000093BC
GL_COMPRESSED_RGBA_ASTC_12x12_KHR: GLenum = 0x000093BD
GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR: GLenum = 0x000093D0
GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR: GLenum = 0x000093D1
GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR: GLenum = 0x000093D2
GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR: GLenum = 0x000093D3
GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR: GLenum = 0x000093D4
GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR: GLenum = 0x000093D5
GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR: GLenum = 0x000093D6
GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR: GLenum = 0x000093D7
GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR: GLenum = 0x000093D8
GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR: GLenum = 0x000093D9
GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR: GLenum = 0x000093DA
GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR: GLenum = 0x000093DB
GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR: GLenum = 0x000093DC
GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR: GLenum = 0x000093DD
GL_KHR_texture_compression_astc_ldr: GLenum = 1
GL_KHR_texture_compression_astc_sliced_3d: GLenum = 1
GL_KTX_buffer_region: GLenum = 1
GL_KTX_FRONT_REGION: GLenum = 0x00000000
GL_KTX_BACK_REGION: GLenum = 0x00000001
GL_KTX_Z_REGION: GLenum = 0x00000002
GL_KTX_STENCIL_REGION: GLenum = 0x00000003
GL_MESAX_texture_stack: GLenum = 1
GL_TEXTURE_1D_STACK_MESAX: GLenum = 0x00008759
GL_TEXTURE_2D_STACK_MESAX: GLenum = 0x0000875A
GL_PROXY_TEXTURE_1D_STACK_MESAX: GLenum = 0x0000875B
GL_PROXY_TEXTURE_2D_STACK_MESAX: GLenum = 0x0000875C
GL_TEXTURE_1D_STACK_BINDING_MESAX: GLenum = 0x0000875D
GL_TEXTURE_2D_STACK_BINDING_MESAX: GLenum = 0x0000875E
GL_MESA_pack_invert: GLenum = 1
GL_PACK_INVERT_MESA: GLenum = 0x00008758
GL_MESA_resize_buffers: GLenum = 1
GL_MESA_shader_integer_functions: GLenum = 1
GL_MESA_window_pos: GLenum = 1
GL_MESA_ycbcr_texture: GLenum = 1
GL_UNSIGNED_SHORT_8_8_MESA: GLenum = 0x000085BA
GL_UNSIGNED_SHORT_8_8_REV_MESA: GLenum = 0x000085BB
GL_YCBCR_MESA: GLenum = 0x00008757
GL_NVX_blend_equation_advanced_multi_draw_buffers: GLenum = 1
GL_NVX_conditional_render: GLenum = 1
GL_NVX_gpu_memory_info: GLenum = 1
GL_GPU_MEMORY_INFO_DEDICATED_VIDMEM_NVX: GLenum = 0x00009047
GL_GPU_MEMORY_INFO_TOTAL_AVAILABLE_MEMORY_NVX: GLenum = 0x00009048
GL_GPU_MEMORY_INFO_CURRENT_AVAILABLE_VIDMEM_NVX: GLenum = 0x00009049
GL_GPU_MEMORY_INFO_EVICTION_COUNT_NVX: GLenum = 0x0000904A
GL_GPU_MEMORY_INFO_EVICTED_MEMORY_NVX: GLenum = 0x0000904B
GL_NVX_linked_gpu_multicast: GLenum = 1
GL_LGPU_SEPARATE_STORAGE_BIT_NVX: GLenum = 0x00000800
GL_MAX_LGPU_GPUS_NVX: GLenum = 0x000092BA
GL_NV_3dvision_settings: GLenum = 1
GL_3DVISION_STEREO_NV: GLenum = 0x000090F4
GL_STEREO_SEPARATION_NV: GLenum = 0x000090F5
GL_STEREO_CONVERGENCE_NV: GLenum = 0x000090F6
GL_STEREO_CUTOFF_NV: GLenum = 0x000090F7
GL_STEREO_PROJECTION_NV: GLenum = 0x000090F8
GL_STEREO_PROJECTION_PERSPECTIVE_NV: GLenum = 0x000090F9
GL_STEREO_PROJECTION_ORTHO_NV: GLenum = 0x000090FA
GL_TEXTURE_EXTERNAL_OES: GLenum = 0x00008D65
GL_SAMPLER_EXTERNAL_OES: GLenum = 0x00008D66
GL_TEXTURE_BINDING_EXTERNAL_OES: GLenum = 0x00008D67
GL_REQUIRED_TEXTURE_IMAGE_UNITS_OES: GLenum = 0x00008D68
GL_NV_alpha_to_coverage_dither_control: GLenum = 1
GL_ALPHA_TO_COVERAGE_DITHER_MODE_NV: GLenum = 0x000092BF
GL_ALPHA_TO_COVERAGE_DITHER_DEFAULT_NV: GLenum = 0x0000934D
GL_ALPHA_TO_COVERAGE_DITHER_ENABLE_NV: GLenum = 0x0000934E
GL_ALPHA_TO_COVERAGE_DITHER_DISABLE_NV: GLenum = 0x0000934F
GL_NV_bgr: GLenum = 1
GL_BGR_NV: GLenum = 0x000080E0
GL_NV_bindless_multi_draw_indirect: GLenum = 1
GL_NV_bindless_multi_draw_indirect_count: GLenum = 1
GL_NV_bindless_texture: GLenum = 1
GL_NV_blend_equation_advanced: GLenum = 1
GL_XOR_NV: GLenum = 0x00001506
GL_RED_NV: GLenum = 0x00001903
GL_GREEN_NV: GLenum = 0x00001904
GL_BLUE_NV: GLenum = 0x00001905
GL_BLEND_PREMULTIPLIED_SRC_NV: GLenum = 0x00009280
GL_BLEND_OVERLAP_NV: GLenum = 0x00009281
GL_UNCORRELATED_NV: GLenum = 0x00009282
GL_DISJOINT_NV: GLenum = 0x00009283
GL_CONJOINT_NV: GLenum = 0x00009284
GL_BLEND_ADVANCED_COHERENT_NV: GLenum = 0x00009285
GL_SRC_NV: GLenum = 0x00009286
GL_DST_NV: GLenum = 0x00009287
GL_SRC_OVER_NV: GLenum = 0x00009288
GL_DST_OVER_NV: GLenum = 0x00009289
GL_SRC_IN_NV: GLenum = 0x0000928A
GL_DST_IN_NV: GLenum = 0x0000928B
GL_SRC_OUT_NV: GLenum = 0x0000928C
GL_DST_OUT_NV: GLenum = 0x0000928D
GL_SRC_ATOP_NV: GLenum = 0x0000928E
GL_DST_ATOP_NV: GLenum = 0x0000928F
GL_PLUS_NV: GLenum = 0x00009291
GL_PLUS_DARKER_NV: GLenum = 0x00009292
GL_MULTIPLY_NV: GLenum = 0x00009294
GL_SCREEN_NV: GLenum = 0x00009295
GL_OVERLAY_NV: GLenum = 0x00009296
GL_DARKEN_NV: GLenum = 0x00009297
GL_LIGHTEN_NV: GLenum = 0x00009298
GL_COLORDODGE_NV: GLenum = 0x00009299
GL_COLORBURN_NV: GLenum = 0x0000929A
GL_HARDLIGHT_NV: GLenum = 0x0000929B
GL_SOFTLIGHT_NV: GLenum = 0x0000929C
GL_DIFFERENCE_NV: GLenum = 0x0000929E
GL_MINUS_NV: GLenum = 0x0000929F
GL_EXCLUSION_NV: GLenum = 0x000092A0
GL_CONTRAST_NV: GLenum = 0x000092A1
GL_INVERT_RGB_NV: GLenum = 0x000092A3
GL_LINEARDODGE_NV: GLenum = 0x000092A4
GL_LINEARBURN_NV: GLenum = 0x000092A5
GL_VIVIDLIGHT_NV: GLenum = 0x000092A6
GL_LINEARLIGHT_NV: GLenum = 0x000092A7
GL_PINLIGHT_NV: GLenum = 0x000092A8
GL_HARDMIX_NV: GLenum = 0x000092A9
GL_HSL_HUE_NV: GLenum = 0x000092AD
GL_HSL_SATURATION_NV: GLenum = 0x000092AE
GL_HSL_COLOR_NV: GLenum = 0x000092AF
GL_HSL_LUMINOSITY_NV: GLenum = 0x000092B0
GL_PLUS_CLAMPED_NV: GLenum = 0x000092B1
GL_PLUS_CLAMPED_ALPHA_NV: GLenum = 0x000092B2
GL_MINUS_CLAMPED_NV: GLenum = 0x000092B3
GL_INVERT_OVG_NV: GLenum = 0x000092B4
GL_NV_blend_equation_advanced_coherent: GLenum = 1
GL_NV_blend_minmax_factor: GLenum = 1
GL_NV_blend_square: GLenum = 1
GL_NV_clip_space_w_scaling: GLenum = 1
GL_VIEWPORT_POSITION_W_SCALE_NV: GLenum = 0x0000937C
GL_VIEWPORT_POSITION_W_SCALE_X_COEFF_NV: GLenum = 0x0000937D
GL_VIEWPORT_POSITION_W_SCALE_Y_COEFF_NV: GLenum = 0x0000937E
GL_NV_command_list: GLenum = 1
GL_TERMINATE_SEQUENCE_COMMAND_NV: GLenum = 0x00000000
GL_NOP_COMMAND_NV: GLenum = 0x00000001
GL_DRAW_ELEMENTS_COMMAND_NV: GLenum = 0x00000002
GL_DRAW_ARRAYS_COMMAND_NV: GLenum = 0x00000003
GL_DRAW_ELEMENTS_STRIP_COMMAND_NV: GLenum = 0x00000004
GL_DRAW_ARRAYS_STRIP_COMMAND_NV: GLenum = 0x00000005
GL_DRAW_ELEMENTS_INSTANCED_COMMAND_NV: GLenum = 0x00000006
GL_DRAW_ARRAYS_INSTANCED_COMMAND_NV: GLenum = 0x00000007
GL_ELEMENT_ADDRESS_COMMAND_NV: GLenum = 0x00000008
GL_ATTRIBUTE_ADDRESS_COMMAND_NV: GLenum = 0x00000009
GL_UNIFORM_ADDRESS_COMMAND_NV: GLenum = 0x0000000A
GL_BLEND_COLOR_COMMAND_NV: GLenum = 0x0000000B
GL_STENCIL_REF_COMMAND_NV: GLenum = 0x0000000C
GL_LINE_WIDTH_COMMAND_NV: GLenum = 0x0000000D
GL_POLYGON_OFFSET_COMMAND_NV: GLenum = 0x0000000E
GL_ALPHA_REF_COMMAND_NV: GLenum = 0x0000000F
GL_VIEWPORT_COMMAND_NV: GLenum = 0x00000010
GL_SCISSOR_COMMAND_NV: GLenum = 0x00000011
GL_FRONT_FACE_COMMAND_NV: GLenum = 0x00000012
GL_NV_compute_program5: GLenum = 1
GL_COMPUTE_PROGRAM_NV: GLenum = 0x000090FB
GL_COMPUTE_PROGRAM_PARAMETER_BUFFER_NV: GLenum = 0x000090FC
GL_NV_conditional_render: GLenum = 1
GL_QUERY_WAIT_NV: GLenum = 0x00008E13
GL_QUERY_NO_WAIT_NV: GLenum = 0x00008E14
GL_QUERY_BY_REGION_WAIT_NV: GLenum = 0x00008E15
GL_QUERY_BY_REGION_NO_WAIT_NV: GLenum = 0x00008E16
GL_NV_conservative_raster: GLenum = 1
GL_CONSERVATIVE_RASTERIZATION_NV: GLenum = 0x00009346
GL_SUBPIXEL_PRECISION_BIAS_X_BITS_NV: GLenum = 0x00009347
GL_SUBPIXEL_PRECISION_BIAS_Y_BITS_NV: GLenum = 0x00009348
GL_MAX_SUBPIXEL_PRECISION_BIAS_BITS_NV: GLenum = 0x00009349
GL_NV_conservative_raster_dilate: GLenum = 1
GL_CONSERVATIVE_RASTER_DILATE_NV: GLenum = 0x00009379
GL_CONSERVATIVE_RASTER_DILATE_RANGE_NV: GLenum = 0x0000937A
GL_CONSERVATIVE_RASTER_DILATE_GRANULARITY_NV: GLenum = 0x0000937B
GL_NV_conservative_raster_pre_snap_triangles: GLenum = 1
GL_CONSERVATIVE_RASTER_MODE_NV: GLenum = 0x0000954D
GL_CONSERVATIVE_RASTER_MODE_POST_SNAP_NV: GLenum = 0x0000954E
GL_CONSERVATIVE_RASTER_MODE_PRE_SNAP_TRIANGLES_NV: GLenum = 0x0000954F
GL_NV_copy_buffer: GLenum = 1
GL_COPY_READ_BUFFER_NV: GLenum = 0x00008F36
GL_COPY_WRITE_BUFFER_NV: GLenum = 0x00008F37
GL_NV_copy_depth_to_color: GLenum = 1
GL_DEPTH_STENCIL_TO_RGBA_NV: GLenum = 0x0000886E
GL_DEPTH_STENCIL_TO_BGRA_NV: GLenum = 0x0000886F
GL_NV_copy_image: GLenum = 1
GL_NV_deep_texture3D: GLenum = 1
GL_MAX_DEEP_3D_TEXTURE_WIDTH_HEIGHT_NV: GLenum = 0x000090D0
GL_MAX_DEEP_3D_TEXTURE_DEPTH_NV: GLenum = 0x000090D1
GL_NV_depth_buffer_float: GLenum = 1
GL_DEPTH_COMPONENT32F_NV: GLenum = 0x00008DAB
GL_DEPTH32F_STENCIL8_NV: GLenum = 0x00008DAC
GL_FLOAT_32_UNSIGNED_INT_24_8_REV_NV: GLenum = 0x00008DAD
GL_DEPTH_BUFFER_FLOAT_MODE_NV: GLenum = 0x00008DAF
GL_NV_depth_clamp: GLenum = 1
GL_DEPTH_CLAMP_NV: GLenum = 0x0000864F
GL_NV_depth_range_unclamped: GLenum = 1
GL_SAMPLE_COUNT_BITS_NV: GLenum = 0x00008864
GL_CURRENT_SAMPLE_COUNT_QUERY_NV: GLenum = 0x00008865
GL_QUERY_RESULT_NV: GLenum = 0x00008866
GL_QUERY_RESULT_AVAILABLE_NV: GLenum = 0x00008867
GL_SAMPLE_COUNT_NV: GLenum = 0x00008914
GL_NV_draw_buffers: GLenum = 1
GL_MAX_DRAW_BUFFERS_NV: GLenum = 0x00008824
GL_DRAW_BUFFER0_NV: GLenum = 0x00008825
GL_DRAW_BUFFER1_NV: GLenum = 0x00008826
GL_DRAW_BUFFER2_NV: GLenum = 0x00008827
GL_DRAW_BUFFER3_NV: GLenum = 0x00008828
GL_DRAW_BUFFER4_NV: GLenum = 0x00008829
GL_DRAW_BUFFER5_NV: GLenum = 0x0000882A
GL_DRAW_BUFFER6_NV: GLenum = 0x0000882B
GL_DRAW_BUFFER7_NV: GLenum = 0x0000882C
GL_DRAW_BUFFER8_NV: GLenum = 0x0000882D
GL_DRAW_BUFFER9_NV: GLenum = 0x0000882E
GL_DRAW_BUFFER10_NV: GLenum = 0x0000882F
GL_DRAW_BUFFER11_NV: GLenum = 0x00008830
GL_DRAW_BUFFER12_NV: GLenum = 0x00008831
GL_DRAW_BUFFER13_NV: GLenum = 0x00008832
GL_DRAW_BUFFER14_NV: GLenum = 0x00008833
GL_DRAW_BUFFER15_NV: GLenum = 0x00008834
GL_COLOR_ATTACHMENT0_NV: GLenum = 0x00008CE0
GL_COLOR_ATTACHMENT1_NV: GLenum = 0x00008CE1
GL_COLOR_ATTACHMENT2_NV: GLenum = 0x00008CE2
GL_COLOR_ATTACHMENT3_NV: GLenum = 0x00008CE3
GL_COLOR_ATTACHMENT4_NV: GLenum = 0x00008CE4
GL_COLOR_ATTACHMENT5_NV: GLenum = 0x00008CE5
GL_COLOR_ATTACHMENT6_NV: GLenum = 0x00008CE6
GL_COLOR_ATTACHMENT7_NV: GLenum = 0x00008CE7
GL_COLOR_ATTACHMENT8_NV: GLenum = 0x00008CE8
GL_COLOR_ATTACHMENT9_NV: GLenum = 0x00008CE9
GL_COLOR_ATTACHMENT10_NV: GLenum = 0x00008CEA
GL_COLOR_ATTACHMENT11_NV: GLenum = 0x00008CEB
GL_COLOR_ATTACHMENT12_NV: GLenum = 0x00008CEC
GL_COLOR_ATTACHMENT13_NV: GLenum = 0x00008CED
GL_COLOR_ATTACHMENT14_NV: GLenum = 0x00008CEE
GL_COLOR_ATTACHMENT15_NV: GLenum = 0x00008CEF
GL_NV_draw_instanced: GLenum = 1
GL_NV_draw_texture: GLenum = 1
GL_NV_draw_vulkan_image: GLenum = 1
GL_NV_evaluators: GLenum = 1
GL_EVAL_2D_NV: GLenum = 0x000086C0
GL_EVAL_TRIANGULAR_2D_NV: GLenum = 0x000086C1
GL_MAP_TESSELLATION_NV: GLenum = 0x000086C2
GL_MAP_ATTRIB_U_ORDER_NV: GLenum = 0x000086C3
GL_MAP_ATTRIB_V_ORDER_NV: GLenum = 0x000086C4
GL_EVAL_FRACTIONAL_TESSELLATION_NV: GLenum = 0x000086C5
GL_EVAL_VERTEX_ATTRIB0_NV: GLenum = 0x000086C6
GL_EVAL_VERTEX_ATTRIB1_NV: GLenum = 0x000086C7
GL_EVAL_VERTEX_ATTRIB2_NV: GLenum = 0x000086C8
GL_EVAL_VERTEX_ATTRIB3_NV: GLenum = 0x000086C9
GL_EVAL_VERTEX_ATTRIB4_NV: GLenum = 0x000086CA
GL_EVAL_VERTEX_ATTRIB5_NV: GLenum = 0x000086CB
GL_EVAL_VERTEX_ATTRIB6_NV: GLenum = 0x000086CC
GL_EVAL_VERTEX_ATTRIB7_NV: GLenum = 0x000086CD
GL_EVAL_VERTEX_ATTRIB8_NV: GLenum = 0x000086CE
GL_EVAL_VERTEX_ATTRIB9_NV: GLenum = 0x000086CF
GL_EVAL_VERTEX_ATTRIB10_NV: GLenum = 0x000086D0
GL_EVAL_VERTEX_ATTRIB11_NV: GLenum = 0x000086D1
GL_EVAL_VERTEX_ATTRIB12_NV: GLenum = 0x000086D2
GL_EVAL_VERTEX_ATTRIB13_NV: GLenum = 0x000086D3
GL_EVAL_VERTEX_ATTRIB14_NV: GLenum = 0x000086D4
GL_EVAL_VERTEX_ATTRIB15_NV: GLenum = 0x000086D5
GL_MAX_MAP_TESSELLATION_NV: GLenum = 0x000086D6
GL_MAX_RATIONAL_EVAL_ORDER_NV: GLenum = 0x000086D7
GL_NV_explicit_attrib_location: GLenum = 1
GL_NV_explicit_multisample: GLenum = 1
GL_SAMPLE_POSITION_NV: GLenum = 0x00008E50
GL_SAMPLE_MASK_NV: GLenum = 0x00008E51
GL_SAMPLE_MASK_VALUE_NV: GLenum = 0x00008E52
GL_TEXTURE_BINDING_RENDERBUFFER_NV: GLenum = 0x00008E53
GL_TEXTURE_RENDERBUFFER_DATA_STORE_BINDING_NV: GLenum = 0x00008E54
GL_TEXTURE_RENDERBUFFER_NV: GLenum = 0x00008E55
GL_SAMPLER_RENDERBUFFER_NV: GLenum = 0x00008E56
GL_INT_SAMPLER_RENDERBUFFER_NV: GLenum = 0x00008E57
GL_UNSIGNED_INT_SAMPLER_RENDERBUFFER_NV: GLenum = 0x00008E58
GL_MAX_SAMPLE_MASK_WORDS_NV: GLenum = 0x00008E59
GL_NV_fbo_color_attachments: GLenum = 1
GL_MAX_COLOR_ATTACHMENTS_NV: GLenum = 0x00008CDF
GL_NV_fence: GLenum = 1
GL_ALL_COMPLETED_NV: GLenum = 0x000084F2
GL_FENCE_STATUS_NV: GLenum = 0x000084F3
GL_FENCE_CONDITION_NV: GLenum = 0x000084F4
GL_NV_fill_rectangle: GLenum = 1
GL_FILL_RECTANGLE_NV: GLenum = 0x0000933C
GL_NV_float_buffer: GLenum = 1
GL_FLOAT_R_NV: GLenum = 0x00008880
GL_FLOAT_RG_NV: GLenum = 0x00008881
GL_FLOAT_RGB_NV: GLenum = 0x00008882
GL_FLOAT_RGBA_NV: GLenum = 0x00008883
GL_FLOAT_R16_NV: GLenum = 0x00008884
GL_FLOAT_R32_NV: GLenum = 0x00008885
GL_FLOAT_RG16_NV: GLenum = 0x00008886
GL_FLOAT_RG32_NV: GLenum = 0x00008887
GL_FLOAT_RGB16_NV: GLenum = 0x00008888
GL_FLOAT_RGB32_NV: GLenum = 0x00008889
GL_FLOAT_RGBA16_NV: GLenum = 0x0000888A
GL_FLOAT_RGBA32_NV: GLenum = 0x0000888B
GL_TEXTURE_FLOAT_COMPONENTS_NV: GLenum = 0x0000888C
GL_FLOAT_CLEAR_COLOR_VALUE_NV: GLenum = 0x0000888D
GL_FLOAT_RGBA_MODE_NV: GLenum = 0x0000888E
GL_NV_fog_distance: GLenum = 1
GL_FOG_DISTANCE_MODE_NV: GLenum = 0x0000855A
GL_EYE_RADIAL_NV: GLenum = 0x0000855B
GL_EYE_PLANE_ABSOLUTE_NV: GLenum = 0x0000855C
GL_NV_fragment_coverage_to_color: GLenum = 1
GL_FRAGMENT_COVERAGE_TO_COLOR_NV: GLenum = 0x000092DD
GL_FRAGMENT_COVERAGE_COLOR_NV: GLenum = 0x000092DE
GL_NV_fragment_program: GLenum = 1
GL_MAX_FRAGMENT_PROGRAM_LOCAL_PARAMETERS_NV: GLenum = 0x00008868
GL_FRAGMENT_PROGRAM_NV: GLenum = 0x00008870
GL_MAX_TEXTURE_COORDS_NV: GLenum = 0x00008871
GL_MAX_TEXTURE_IMAGE_UNITS_NV: GLenum = 0x00008872
GL_FRAGMENT_PROGRAM_BINDING_NV: GLenum = 0x00008873
GL_PROGRAM_ERROR_STRING_NV: GLenum = 0x00008874
GL_NV_fragment_program2: GLenum = 1
GL_MAX_PROGRAM_EXEC_INSTRUCTIONS_NV: GLenum = 0x000088F4
GL_MAX_PROGRAM_CALL_DEPTH_NV: GLenum = 0x000088F5
GL_MAX_PROGRAM_IF_DEPTH_NV: GLenum = 0x000088F6
GL_MAX_PROGRAM_LOOP_DEPTH_NV: GLenum = 0x000088F7
GL_MAX_PROGRAM_LOOP_COUNT_NV: GLenum = 0x000088F8
GL_NV_fragment_program4: GLenum = 1
GL_NV_fragment_program_option: GLenum = 1
GL_NV_fragment_shader_interlock: GLenum = 1
GL_NV_framebuffer_blit: GLenum = 1
GL_DRAW_FRAMEBUFFER_BINDING_NV: GLenum = 0x00008CA6
GL_READ_FRAMEBUFFER_NV: GLenum = 0x00008CA8
GL_DRAW_FRAMEBUFFER_NV: GLenum = 0x00008CA9
GL_READ_FRAMEBUFFER_BINDING_NV: GLenum = 0x00008CAA
GL_NV_framebuffer_mixed_samples: GLenum = 1
GL_NV_framebuffer_multisample: GLenum = 1
GL_RENDERBUFFER_SAMPLES_NV: GLenum = 0x00008CAB
GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_NV: GLenum = 0x00008D56
GL_MAX_SAMPLES_NV: GLenum = 0x00008D57
GL_NV_framebuffer_multisample_coverage: GLenum = 1
GL_RENDERBUFFER_COVERAGE_SAMPLES_NV: GLenum = 0x00008CAB
GL_RENDERBUFFER_COLOR_SAMPLES_NV: GLenum = 0x00008E10
GL_MAX_MULTISAMPLE_COVERAGE_MODES_NV: GLenum = 0x00008E11
GL_MULTISAMPLE_COVERAGE_MODES_NV: GLenum = 0x00008E12
GL_NV_generate_mipmap_sRGB: GLenum = 1
GL_NV_geometry_program4: GLenum = 1
GL_GEOMETRY_PROGRAM_NV: GLenum = 0x00008C26
GL_MAX_PROGRAM_OUTPUT_VERTICES_NV: GLenum = 0x00008C27
GL_MAX_PROGRAM_TOTAL_OUTPUT_COMPONENTS_NV: GLenum = 0x00008C28
GL_NV_geometry_shader4: GLenum = 1
GL_NV_geometry_shader_passthrough: GLenum = 1
GL_NV_gpu_multicast: GLenum = 1
GL_PER_GPU_STORAGE_BIT_NV: GLenum = 0x00000800
GL_MULTICAST_GPUS_NV: GLenum = 0x000092BA
GL_PER_GPU_STORAGE_NV: GLenum = 0x00009548
GL_MULTICAST_PROGRAMMABLE_SAMPLE_LOCATION_NV: GLenum = 0x00009549
GL_RENDER_GPU_MASK_NV: GLenum = 0x00009558
GL_NV_gpu_program4: GLenum = 1
GL_MIN_PROGRAM_TEXEL_OFFSET_NV: GLenum = 0x00008904
GL_MAX_PROGRAM_TEXEL_OFFSET_NV: GLenum = 0x00008905
GL_PROGRAM_ATTRIB_COMPONENTS_NV: GLenum = 0x00008906
GL_PROGRAM_RESULT_COMPONENTS_NV: GLenum = 0x00008907
GL_MAX_PROGRAM_ATTRIB_COMPONENTS_NV: GLenum = 0x00008908
GL_MAX_PROGRAM_RESULT_COMPONENTS_NV: GLenum = 0x00008909
GL_MAX_PROGRAM_GENERIC_ATTRIBS_NV: GLenum = 0x00008DA5
GL_MAX_PROGRAM_GENERIC_RESULTS_NV: GLenum = 0x00008DA6
GL_NV_gpu_program5: GLenum = 1
GL_MAX_GEOMETRY_PROGRAM_INVOCATIONS_NV: GLenum = 0x00008E5A
GL_MIN_FRAGMENT_INTERPOLATION_OFFSET_NV: GLenum = 0x00008E5B
GL_MAX_FRAGMENT_INTERPOLATION_OFFSET_NV: GLenum = 0x00008E5C
GL_FRAGMENT_PROGRAM_INTERPOLATION_OFFSET_BITS_NV: GLenum = 0x00008E5D
GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET_NV: GLenum = 0x00008E5E
GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET_NV: GLenum = 0x00008E5F
GL_NV_gpu_program5_mem_extended: GLenum = 1
GL_NV_gpu_program_fp64: GLenum = 1
GL_NV_gpu_shader5: GLenum = 1
GL_INT64_NV: GLenum = 0x0000140E
GL_UNSIGNED_INT64_NV: GLenum = 0x0000140F
GL_INT8_NV: GLenum = 0x00008FE0
GL_INT8_VEC2_NV: GLenum = 0x00008FE1
GL_INT8_VEC3_NV: GLenum = 0x00008FE2
GL_INT8_VEC4_NV: GLenum = 0x00008FE3
GL_INT16_NV: GLenum = 0x00008FE4
GL_INT16_VEC2_NV: GLenum = 0x00008FE5
GL_INT16_VEC3_NV: GLenum = 0x00008FE6
GL_INT16_VEC4_NV: GLenum = 0x00008FE7
GL_INT64_VEC2_NV: GLenum = 0x00008FE9
GL_INT64_VEC3_NV: GLenum = 0x00008FEA
GL_INT64_VEC4_NV: GLenum = 0x00008FEB
GL_UNSIGNED_INT8_NV: GLenum = 0x00008FEC
GL_UNSIGNED_INT8_VEC2_NV: GLenum = 0x00008FED
GL_UNSIGNED_INT8_VEC3_NV: GLenum = 0x00008FEE
GL_UNSIGNED_INT8_VEC4_NV: GLenum = 0x00008FEF
GL_UNSIGNED_INT16_NV: GLenum = 0x00008FF0
GL_UNSIGNED_INT16_VEC2_NV: GLenum = 0x00008FF1
GL_UNSIGNED_INT16_VEC3_NV: GLenum = 0x00008FF2
GL_UNSIGNED_INT16_VEC4_NV: GLenum = 0x00008FF3
GL_UNSIGNED_INT64_VEC2_NV: GLenum = 0x00008FF5
GL_UNSIGNED_INT64_VEC3_NV: GLenum = 0x00008FF6
GL_UNSIGNED_INT64_VEC4_NV: GLenum = 0x00008FF7
GL_NV_half_float: GLenum = 1
GL_HALF_FLOAT_NV: GLenum = 0x0000140B
GL_NV_image_formats: GLenum = 1
GL_NV_instanced_arrays: GLenum = 1
GL_VERTEX_ATTRIB_ARRAY_DIVISOR_NV: GLenum = 0x000088FE
GL_NV_internalformat_sample_query: GLenum = 1
GL_MULTISAMPLES_NV: GLenum = 0x00009371
GL_SUPERSAMPLE_SCALE_X_NV: GLenum = 0x00009372
GL_SUPERSAMPLE_SCALE_Y_NV: GLenum = 0x00009373
GL_CONFORMANT_NV: GLenum = 0x00009374
GL_NV_light_max_exponent: GLenum = 1
GL_MAX_SHININESS_NV: GLenum = 0x00008504
GL_MAX_SPOT_EXPONENT_NV: GLenum = 0x00008505
GL_NV_multisample_coverage: GLenum = 1
GL_NV_multisample_filter_hint: GLenum = 1
GL_MULTISAMPLE_FILTER_HINT_NV: GLenum = 0x00008534
GL_NV_non_square_matrices: GLenum = 1
GL_FLOAT_MAT2x3_NV: GLenum = 0x00008B65
GL_FLOAT_MAT2x4_NV: GLenum = 0x00008B66
GL_FLOAT_MAT3x2_NV: GLenum = 0x00008B67
GL_FLOAT_MAT3x4_NV: GLenum = 0x00008B68
GL_FLOAT_MAT4x2_NV: GLenum = 0x00008B69
GL_FLOAT_MAT4x3_NV: GLenum = 0x00008B6A
GL_NV_occlusion_query: GLenum = 1
GL_PIXEL_COUNTER_BITS_NV: GLenum = 0x00008864
GL_CURRENT_OCCLUSION_QUERY_ID_NV: GLenum = 0x00008865
GL_PIXEL_COUNT_NV: GLenum = 0x00008866
GL_PIXEL_COUNT_AVAILABLE_NV: GLenum = 0x00008867
GL_NV_pack_subimage: GLenum = 1
GL_PACK_ROW_LENGTH_NV: GLenum = 0x00000D02
GL_PACK_SKIP_ROWS_NV: GLenum = 0x00000D03
GL_PACK_SKIP_PIXELS_NV: GLenum = 0x00000D04
GL_NV_packed_depth_stencil: GLenum = 1
GL_DEPTH_STENCIL_NV: GLenum = 0x000084F9
GL_UNSIGNED_INT_24_8_NV: GLenum = 0x000084FA
GL_NV_packed_float: GLenum = 1
GL_R11F_G11F_B10F_NV: GLenum = 0x00008C3A
GL_UNSIGNED_INT_10F_11F_11F_REV_NV: GLenum = 0x00008C3B
GL_NV_packed_float_linear: GLenum = 1
GL_NV_parameter_buffer_object: GLenum = 1
GL_MAX_PROGRAM_PARAMETER_BUFFER_BINDINGS_NV: GLenum = 0x00008DA0
GL_MAX_PROGRAM_PARAMETER_BUFFER_SIZE_NV: GLenum = 0x00008DA1
GL_VERTEX_PROGRAM_PARAMETER_BUFFER_NV: GLenum = 0x00008DA2
GL_GEOMETRY_PROGRAM_PARAMETER_BUFFER_NV: GLenum = 0x00008DA3
GL_FRAGMENT_PROGRAM_PARAMETER_BUFFER_NV: GLenum = 0x00008DA4
GL_NV_parameter_buffer_object2: GLenum = 1
GL_NV_path_rendering: GLenum = 1
GL_CLOSE_PATH_NV: GLenum = 0x00000000
GL_BOLD_BIT_NV: GLenum = 0x00000001
GL_GLYPH_WIDTH_BIT_NV: GLenum = 0x00000001
GL_GLYPH_HEIGHT_BIT_NV: GLenum = 0x00000002
GL_ITALIC_BIT_NV: GLenum = 0x00000002
GL_MOVE_TO_NV: GLenum = 0x00000002
GL_RELATIVE_MOVE_TO_NV: GLenum = 0x00000003
GL_GLYPH_HORIZONTAL_BEARING_X_BIT_NV: GLenum = 0x00000004
GL_LINE_TO_NV: GLenum = 0x00000004
GL_RELATIVE_LINE_TO_NV: GLenum = 0x00000005
GL_HORIZONTAL_LINE_TO_NV: GLenum = 0x00000006
GL_RELATIVE_HORIZONTAL_LINE_TO_NV: GLenum = 0x00000007
GL_GLYPH_HORIZONTAL_BEARING_Y_BIT_NV: GLenum = 0x00000008
GL_VERTICAL_LINE_TO_NV: GLenum = 0x00000008
GL_RELATIVE_VERTICAL_LINE_TO_NV: GLenum = 0x00000009
GL_QUADRATIC_CURVE_TO_NV: GLenum = 0x0000000A
GL_RELATIVE_QUADRATIC_CURVE_TO_NV: GLenum = 0x0000000B
GL_CUBIC_CURVE_TO_NV: GLenum = 0x0000000C
GL_RELATIVE_CUBIC_CURVE_TO_NV: GLenum = 0x0000000D
GL_SMOOTH_QUADRATIC_CURVE_TO_NV: GLenum = 0x0000000E
GL_RELATIVE_SMOOTH_QUADRATIC_CURVE_TO_NV: GLenum = 0x0000000F
GL_GLYPH_HORIZONTAL_BEARING_ADVANCE_BIT_NV: GLenum = 0x00000010
GL_SMOOTH_CUBIC_CURVE_TO_NV: GLenum = 0x00000010
GL_RELATIVE_SMOOTH_CUBIC_CURVE_TO_NV: GLenum = 0x00000011
GL_SMALL_CCW_ARC_TO_NV: GLenum = 0x00000012
GL_RELATIVE_SMALL_CCW_ARC_TO_NV: GLenum = 0x00000013
GL_SMALL_CW_ARC_TO_NV: GLenum = 0x00000014
GL_RELATIVE_SMALL_CW_ARC_TO_NV: GLenum = 0x00000015
GL_LARGE_CCW_ARC_TO_NV: GLenum = 0x00000016
GL_RELATIVE_LARGE_CCW_ARC_TO_NV: GLenum = 0x00000017
GL_LARGE_CW_ARC_TO_NV: GLenum = 0x00000018
GL_RELATIVE_LARGE_CW_ARC_TO_NV: GLenum = 0x00000019
GL_CONIC_CURVE_TO_NV: GLenum = 0x0000001A
GL_RELATIVE_CONIC_CURVE_TO_NV: GLenum = 0x0000001B
GL_GLYPH_VERTICAL_BEARING_X_BIT_NV: GLenum = 0x00000020
GL_GLYPH_VERTICAL_BEARING_Y_BIT_NV: GLenum = 0x00000040
GL_GLYPH_VERTICAL_BEARING_ADVANCE_BIT_NV: GLenum = 0x00000080
GL_ROUNDED_RECT_NV: GLenum = 0x000000E8
GL_RELATIVE_ROUNDED_RECT_NV: GLenum = 0x000000E9
GL_ROUNDED_RECT2_NV: GLenum = 0x000000EA
GL_RELATIVE_ROUNDED_RECT2_NV: GLenum = 0x000000EB
GL_ROUNDED_RECT4_NV: GLenum = 0x000000EC
GL_RELATIVE_ROUNDED_RECT4_NV: GLenum = 0x000000ED
GL_ROUNDED_RECT8_NV: GLenum = 0x000000EE
GL_RELATIVE_ROUNDED_RECT8_NV: GLenum = 0x000000EF
GL_RESTART_PATH_NV: GLenum = 0x000000F0
GL_DUP_FIRST_CUBIC_CURVE_TO_NV: GLenum = 0x000000F2
GL_DUP_LAST_CUBIC_CURVE_TO_NV: GLenum = 0x000000F4
GL_RECT_NV: GLenum = 0x000000F6
GL_RELATIVE_RECT_NV: GLenum = 0x000000F7
GL_CIRCULAR_CCW_ARC_TO_NV: GLenum = 0x000000F8
GL_CIRCULAR_CW_ARC_TO_NV: GLenum = 0x000000FA
GL_CIRCULAR_TANGENT_ARC_TO_NV: GLenum = 0x000000FC
GL_ARC_TO_NV: GLenum = 0x000000FE
GL_RELATIVE_ARC_TO_NV: GLenum = 0x000000FF
GL_GLYPH_HAS_KERNING_BIT_NV: GLenum = 0x00000100
GL_PRIMARY_COLOR_NV: GLenum = 0x0000852C
GL_SECONDARY_COLOR_NV: GLenum = 0x0000852D
GL_PATH_FORMAT_SVG_NV: GLenum = 0x00009070
GL_PATH_FORMAT_PS_NV: GLenum = 0x00009071
GL_STANDARD_FONT_NAME_NV: GLenum = 0x00009072
GL_SYSTEM_FONT_NAME_NV: GLenum = 0x00009073
GL_FILE_NAME_NV: GLenum = 0x00009074
GL_PATH_STROKE_WIDTH_NV: GLenum = 0x00009075
GL_PATH_END_CAPS_NV: GLenum = 0x00009076
GL_PATH_INITIAL_END_CAP_NV: GLenum = 0x00009077
GL_PATH_TERMINAL_END_CAP_NV: GLenum = 0x00009078
GL_PATH_JOIN_STYLE_NV: GLenum = 0x00009079
GL_PATH_MITER_LIMIT_NV: GLenum = 0x0000907A
GL_PATH_DASH_CAPS_NV: GLenum = 0x0000907B
GL_PATH_INITIAL_DASH_CAP_NV: GLenum = 0x0000907C
GL_PATH_TERMINAL_DASH_CAP_NV: GLenum = 0x0000907D
GL_PATH_DASH_OFFSET_NV: GLenum = 0x0000907E
GL_PATH_CLIENT_LENGTH_NV: GLenum = 0x0000907F
GL_PATH_FILL_MODE_NV: GLenum = 0x00009080
GL_PATH_FILL_MASK_NV: GLenum = 0x00009081
GL_PATH_FILL_COVER_MODE_NV: GLenum = 0x00009082
GL_PATH_STROKE_COVER_MODE_NV: GLenum = 0x00009083
GL_PATH_STROKE_MASK_NV: GLenum = 0x00009084
GL_PATH_STROKE_BOUND_NV: GLenum = 0x00009086
GL_COUNT_UP_NV: GLenum = 0x00009088
GL_COUNT_DOWN_NV: GLenum = 0x00009089
GL_PATH_OBJECT_BOUNDING_BOX_NV: GLenum = 0x0000908A
GL_CONVEX_HULL_NV: GLenum = 0x0000908B
GL_BOUNDING_BOX_NV: GLenum = 0x0000908D
GL_TRANSLATE_X_NV: GLenum = 0x0000908E
GL_TRANSLATE_Y_NV: GLenum = 0x0000908F
GL_TRANSLATE_2D_NV: GLenum = 0x00009090
GL_TRANSLATE_3D_NV: GLenum = 0x00009091
GL_AFFINE_2D_NV: GLenum = 0x00009092
GL_AFFINE_3D_NV: GLenum = 0x00009094
GL_TRANSPOSE_AFFINE_2D_NV: GLenum = 0x00009096
GL_TRANSPOSE_AFFINE_3D_NV: GLenum = 0x00009098
GL_UTF8_NV: GLenum = 0x0000909A
GL_UTF16_NV: GLenum = 0x0000909B
GL_BOUNDING_BOX_OF_BOUNDING_BOXES_NV: GLenum = 0x0000909C
GL_PATH_COMMAND_COUNT_NV: GLenum = 0x0000909D
GL_PATH_COORD_COUNT_NV: GLenum = 0x0000909E
GL_PATH_DASH_ARRAY_COUNT_NV: GLenum = 0x0000909F
GL_PATH_COMPUTED_LENGTH_NV: GLenum = 0x000090A0
GL_PATH_FILL_BOUNDING_BOX_NV: GLenum = 0x000090A1
GL_PATH_STROKE_BOUNDING_BOX_NV: GLenum = 0x000090A2
GL_SQUARE_NV: GLenum = 0x000090A3
GL_ROUND_NV: GLenum = 0x000090A4
GL_TRIANGULAR_NV: GLenum = 0x000090A5
GL_BEVEL_NV: GLenum = 0x000090A6
GL_MITER_REVERT_NV: GLenum = 0x000090A7
GL_MITER_TRUNCATE_NV: GLenum = 0x000090A8
GL_SKIP_MISSING_GLYPH_NV: GLenum = 0x000090A9
GL_USE_MISSING_GLYPH_NV: GLenum = 0x000090AA
GL_PATH_ERROR_POSITION_NV: GLenum = 0x000090AB
GL_PATH_FOG_GEN_MODE_NV: GLenum = 0x000090AC
GL_ACCUM_ADJACENT_PAIRS_NV: GLenum = 0x000090AD
GL_ADJACENT_PAIRS_NV: GLenum = 0x000090AE
GL_FIRST_TO_REST_NV: GLenum = 0x000090AF
GL_PATH_GEN_MODE_NV: GLenum = 0x000090B0
GL_PATH_GEN_COEFF_NV: GLenum = 0x000090B1
GL_PATH_GEN_COLOR_FORMAT_NV: GLenum = 0x000090B2
GL_PATH_GEN_COMPONENTS_NV: GLenum = 0x000090B3
GL_PATH_DASH_OFFSET_RESET_NV: GLenum = 0x000090B4
GL_MOVE_TO_RESETS_NV: GLenum = 0x000090B5
GL_MOVE_TO_CONTINUES_NV: GLenum = 0x000090B6
GL_PATH_STENCIL_FUNC_NV: GLenum = 0x000090B7
GL_PATH_STENCIL_REF_NV: GLenum = 0x000090B8
GL_PATH_STENCIL_VALUE_MASK_NV: GLenum = 0x000090B9
GL_PATH_STENCIL_DEPTH_OFFSET_FACTOR_NV: GLenum = 0x000090BD
GL_PATH_STENCIL_DEPTH_OFFSET_UNITS_NV: GLenum = 0x000090BE
GL_PATH_COVER_DEPTH_FUNC_NV: GLenum = 0x000090BF
GL_FONT_GLYPHS_AVAILABLE_NV: GLenum = 0x00009368
GL_FONT_TARGET_UNAVAILABLE_NV: GLenum = 0x00009369
GL_FONT_UNAVAILABLE_NV: GLenum = 0x0000936A
GL_FONT_UNINTELLIGIBLE_NV: GLenum = 0x0000936B
GL_STANDARD_FONT_FORMAT_NV: GLenum = 0x0000936C
GL_FRAGMENT_INPUT_NV: GLenum = 0x0000936D
GL_FONT_X_MIN_BOUNDS_BIT_NV: GLenum = 0x00010000
GL_FONT_Y_MIN_BOUNDS_BIT_NV: GLenum = 0x00020000
GL_FONT_X_MAX_BOUNDS_BIT_NV: GLenum = 0x00040000
GL_FONT_Y_MAX_BOUNDS_BIT_NV: GLenum = 0x00080000
GL_FONT_UNITS_PER_EM_BIT_NV: GLenum64 = 0x00100000'u
GL_FONT_ASCENDER_BIT_NV: GLenum64 = 0x00200000'u
GL_FONT_DESCENDER_BIT_NV: GLenum64 = 0x00400000'u
GL_FONT_HEIGHT_BIT_NV: GLenum64 = 0x00800000'u
GL_FONT_MAX_ADVANCE_WIDTH_BIT_NV: GLenum64 = 0x01000000'u
GL_FONT_MAX_ADVANCE_HEIGHT_BIT_NV: GLenum64 = 0x02000000'u
GL_FONT_UNDERLINE_POSITION_BIT_NV: GLenum64 = 0x04000000'u
GL_FONT_UNDERLINE_THICKNESS_BIT_NV: GLenum64 = 0x08000000'u
GL_FONT_HAS_KERNING_BIT_NV: GLenum64 = 0x10000000'u
GL_FONT_NUM_GLYPH_INDICES_BIT_NV: GLenum64 = 0x20000000'u
GL_NV_path_rendering_shared_edge: GLenum = 1
GL_SHARED_EDGE_NV: GLenum = 0x000000C0
GL_NV_pixel_buffer_object: GLenum = 1
GL_PIXEL_PACK_BUFFER_NV: GLenum = 0x000088EB
GL_PIXEL_UNPACK_BUFFER_NV: GLenum = 0x000088EC
GL_PIXEL_PACK_BUFFER_BINDING_NV: GLenum = 0x000088ED
GL_PIXEL_UNPACK_BUFFER_BINDING_NV: GLenum = 0x000088EF
GL_NV_pixel_data_range: GLenum = 1
GL_WRITE_PIXEL_DATA_RANGE_NV: GLenum = 0x00008878
GL_READ_PIXEL_DATA_RANGE_NV: GLenum = 0x00008879
GL_WRITE_PIXEL_DATA_RANGE_LENGTH_NV: GLenum = 0x0000887A
GL_READ_PIXEL_DATA_RANGE_LENGTH_NV: GLenum = 0x0000887B
GL_WRITE_PIXEL_DATA_RANGE_POINTER_NV: GLenum = 0x0000887C
GL_READ_PIXEL_DATA_RANGE_POINTER_NV: GLenum = 0x0000887D
GL_NV_platform_binary: GLenum = 1
GL_NVIDIA_PLATFORM_BINARY_NV: GLenum = 0x0000890B
GL_NV_point_sprite: GLenum = 1
GL_POINT_SPRITE_NV: GLenum = 0x00008861
GL_COORD_REPLACE_NV: GLenum = 0x00008862
GL_POINT_SPRITE_R_MODE_NV: GLenum = 0x00008863
GL_NV_polygon_mode: GLenum = 1
GL_POLYGON_MODE_NV: GLenum = 0x00000B40
GL_POINT_NV: GLenum = 0x00001B00
GL_LINE_NV: GLenum = 0x00001B01
GL_FILL_NV: GLenum = 0x00001B02
GL_POLYGON_OFFSET_POINT_NV: GLenum = 0x00002A01
GL_POLYGON_OFFSET_LINE_NV: GLenum = 0x00002A02
GL_NV_present_video: GLenum = 1
GL_FRAME_NV: GLenum = 0x00008E26
GL_FIELDS_NV: GLenum = 0x00008E27
GL_CURRENT_TIME_NV: GLenum = 0x00008E28
GL_NUM_FILL_STREAMS_NV: GLenum = 0x00008E29
GL_PRESENT_TIME_NV: GLenum = 0x00008E2A
GL_PRESENT_DURATION_NV: GLenum = 0x00008E2B
GL_NV_primitive_restart: GLenum = 1
GL_PRIMITIVE_RESTART_NV: GLenum = 0x00008558
GL_PRIMITIVE_RESTART_INDEX_NV: GLenum = 0x00008559
GL_NV_read_depth: GLenum = 1
GL_NV_read_depth_stencil: GLenum = 1
GL_NV_read_stencil: GLenum = 1
GL_NV_register_combiners: GLenum = 1
GL_REGISTER_COMBINERS_NV: GLenum = 0x00008522
GL_VARIABLE_A_NV: GLenum = 0x00008523
GL_VARIABLE_B_NV: GLenum = 0x00008524
GL_VARIABLE_C_NV: GLenum = 0x00008525
GL_VARIABLE_D_NV: GLenum = 0x00008526
GL_VARIABLE_E_NV: GLenum = 0x00008527
GL_VARIABLE_F_NV: GLenum = 0x00008528
GL_VARIABLE_G_NV: GLenum = 0x00008529
GL_CONSTANT_COLOR0_NV: GLenum = 0x0000852A
GL_CONSTANT_COLOR1_NV: GLenum = 0x0000852B
GL_SPARE0_NV: GLenum = 0x0000852E
GL_SPARE1_NV: GLenum = 0x0000852F
GL_DISCARD_NV: GLenum = 0x00008530
GL_E_TIMES_F_NV: GLenum = 0x00008531
GL_SPARE0_PLUS_SECONDARY_COLOR_NV: GLenum = 0x00008532
GL_UNSIGNED_IDENTITY_NV: GLenum = 0x00008536
GL_UNSIGNED_INVERT_NV: GLenum = 0x00008537
GL_EXPAND_NORMAL_NV: GLenum = 0x00008538
GL_EXPAND_NEGATE_NV: GLenum = 0x00008539
GL_HALF_BIAS_NORMAL_NV: GLenum = 0x0000853A
GL_HALF_BIAS_NEGATE_NV: GLenum = 0x0000853B
GL_SIGNED_IDENTITY_NV: GLenum = 0x0000853C
GL_SIGNED_NEGATE_NV: GLenum = 0x0000853D
GL_SCALE_BY_TWO_NV: GLenum = 0x0000853E
GL_SCALE_BY_FOUR_NV: GLenum = 0x0000853F
GL_SCALE_BY_ONE_HALF_NV: GLenum = 0x00008540
GL_BIAS_BY_NEGATIVE_ONE_HALF_NV: GLenum = 0x00008541
GL_COMBINER_INPUT_NV: GLenum = 0x00008542
GL_COMBINER_MAPPING_NV: GLenum = 0x00008543
GL_COMBINER_COMPONENT_USAGE_NV: GLenum = 0x00008544
GL_COMBINER_AB_DOT_PRODUCT_NV: GLenum = 0x00008545
GL_COMBINER_CD_DOT_PRODUCT_NV: GLenum = 0x00008546
GL_COMBINER_MUX_SUM_NV: GLenum = 0x00008547
GL_COMBINER_SCALE_NV: GLenum = 0x00008548
GL_COMBINER_BIAS_NV: GLenum = 0x00008549
GL_COMBINER_AB_OUTPUT_NV: GLenum = 0x0000854A
GL_COMBINER_CD_OUTPUT_NV: GLenum = 0x0000854B
GL_COMBINER_SUM_OUTPUT_NV: GLenum = 0x0000854C
GL_MAX_GENERAL_COMBINERS_NV: GLenum = 0x0000854D
GL_NUM_GENERAL_COMBINERS_NV: GLenum = 0x0000854E
GL_COLOR_SUM_CLAMP_NV: GLenum = 0x0000854F
GL_COMBINER0_NV: GLenum = 0x00008550
GL_COMBINER1_NV: GLenum = 0x00008551
GL_COMBINER2_NV: GLenum = 0x00008552
GL_COMBINER3_NV: GLenum = 0x00008553
GL_COMBINER4_NV: GLenum = 0x00008554
GL_COMBINER5_NV: GLenum = 0x00008555
GL_COMBINER6_NV: GLenum = 0x00008556
GL_COMBINER7_NV: GLenum = 0x00008557
GL_NV_register_combiners2: GLenum = 1
GL_PER_STAGE_CONSTANTS_NV: GLenum = 0x00008535
GL_NV_robustness_video_memory_purge: GLenum = 1
GL_NV_sRGB_formats: GLenum = 1
GL_ETC1_SRGB8_NV: GLenum = 0x000088EE
GL_SRGB8_NV: GLenum = 0x00008C41
GL_SLUMINANCE_ALPHA_NV: GLenum = 0x00008C44
GL_SLUMINANCE8_ALPHA8_NV: GLenum = 0x00008C45
GL_SLUMINANCE_NV: GLenum = 0x00008C46
GL_SLUMINANCE8_NV: GLenum = 0x00008C47
GL_COMPRESSED_SRGB_S3TC_DXT1_NV: GLenum = 0x00008C4C
GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_NV: GLenum = 0x00008C4D
GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_NV: GLenum = 0x00008C4E
GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_NV: GLenum = 0x00008C4F
GL_NV_sample_locations: GLenum = 1
GL_SAMPLE_LOCATION_NV: GLenum = 0x00008E50
GL_SAMPLE_LOCATION_SUBPIXEL_BITS_NV: GLenum = 0x0000933D
GL_SAMPLE_LOCATION_PIXEL_GRID_WIDTH_NV: GLenum = 0x0000933E
GL_SAMPLE_LOCATION_PIXEL_GRID_HEIGHT_NV: GLenum = 0x0000933F
GL_PROGRAMMABLE_SAMPLE_LOCATION_TABLE_SIZE_NV: GLenum = 0x00009340
GL_PROGRAMMABLE_SAMPLE_LOCATION_NV: GLenum = 0x00009341
GL_FRAMEBUFFER_PROGRAMMABLE_SAMPLE_LOCATIONS_NV: GLenum = 0x00009342
GL_FRAMEBUFFER_SAMPLE_LOCATION_PIXEL_GRID_NV: GLenum = 0x00009343
GL_NV_sample_mask_override_coverage: GLenum = 1
GL_NV_shader_atomic_counters: GLenum = 1
GL_NV_shader_atomic_float: GLenum = 1
GL_NV_shader_atomic_float64: GLenum = 1
GL_NV_shader_atomic_fp16_vector: GLenum = 1
GL_NV_shader_atomic_int64: GLenum = 1
GL_NV_shader_buffer_load: GLenum = 1
GL_BUFFER_GPU_ADDRESS_NV: GLenum = 0x00008F1D
GL_GPU_ADDRESS_NV: GLenum = 0x00008F34
GL_MAX_SHADER_BUFFER_ADDRESS_NV: GLenum = 0x00008F35
GL_NV_shader_noperspective_interpolation: GLenum = 1
GL_NV_shader_storage_buffer_object: GLenum = 1
GL_NV_shader_thread_group: GLenum = 1
GL_WARP_SIZE_NV: GLenum = 0x00009339
GL_WARPS_PER_SM_NV: GLenum = 0x0000933A
GL_SM_COUNT_NV: GLenum = 0x0000933B
GL_NV_shader_thread_shuffle: GLenum = 1
GL_NV_shadow_samplers_array: GLenum = 1
GL_SAMPLER_2D_ARRAY_SHADOW_NV: GLenum = 0x00008DC4
GL_NV_shadow_samplers_cube: GLenum = 1
GL_SAMPLER_CUBE_SHADOW_NV: GLenum = 0x00008DC5
GL_NV_stereo_view_rendering: GLenum = 1
GL_NV_tessellation_program5: GLenum = 1
GL_MAX_PROGRAM_PATCH_ATTRIBS_NV: GLenum = 0x000086D8
GL_TESS_CONTROL_PROGRAM_NV: GLenum = 0x0000891E
GL_TESS_EVALUATION_PROGRAM_NV: GLenum = 0x0000891F
GL_TESS_CONTROL_PROGRAM_PARAMETER_BUFFER_NV: GLenum = 0x00008C74
GL_TESS_EVALUATION_PROGRAM_PARAMETER_BUFFER_NV: GLenum = 0x00008C75
GL_NV_texgen_emboss: GLenum = 1
GL_EMBOSS_LIGHT_NV: GLenum = 0x0000855D
GL_EMBOSS_CONSTANT_NV: GLenum = 0x0000855E
GL_EMBOSS_MAP_NV: GLenum = 0x0000855F
GL_NV_texgen_reflection: GLenum = 1
GL_NORMAL_MAP_NV: GLenum = 0x00008511
GL_REFLECTION_MAP_NV: GLenum = 0x00008512
GL_NV_texture_array: GLenum = 1
GL_UNPACK_SKIP_IMAGES_NV: GLenum = 0x0000806D
GL_UNPACK_IMAGE_HEIGHT_NV: GLenum = 0x0000806E
GL_MAX_ARRAY_TEXTURE_LAYERS_NV: GLenum = 0x000088FF
GL_TEXTURE_2D_ARRAY_NV: GLenum = 0x00008C1A
GL_TEXTURE_BINDING_2D_ARRAY_NV: GLenum = 0x00008C1D
GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER_NV: GLenum = 0x00008CD4
GL_SAMPLER_2D_ARRAY_NV: GLenum = 0x00008DC1
GL_NV_texture_barrier: GLenum = 1
GL_NV_texture_border_clamp: GLenum = 1
GL_TEXTURE_BORDER_COLOR_NV: GLenum = 0x00001004
GL_CLAMP_TO_BORDER_NV: GLenum = 0x0000812D
GL_NV_texture_compression_latc: GLenum = 1
GL_COMPRESSED_LUMINANCE_LATC1_NV: GLenum = 0x00008C70
GL_COMPRESSED_SIGNED_LUMINANCE_LATC1_NV: GLenum = 0x00008C71
GL_COMPRESSED_LUMINANCE_ALPHA_LATC2_NV: GLenum = 0x00008C72
GL_COMPRESSED_SIGNED_LUMINANCE_ALPHA_LATC2_NV: GLenum = 0x00008C73
GL_NV_texture_compression_s3tc: GLenum = 1
GL_COMPRESSED_RGB_S3TC_DXT1_NV: GLenum = 0x000083F0
GL_COMPRESSED_RGBA_S3TC_DXT1_NV: GLenum = 0x000083F1
GL_COMPRESSED_RGBA_S3TC_DXT3_NV: GLenum = 0x000083F2
GL_COMPRESSED_RGBA_S3TC_DXT5_NV: GLenum = 0x000083F3
GL_NV_texture_compression_s3tc_update: GLenum = 1
GL_NV_texture_compression_vtc: GLenum = 1
GL_NV_texture_env_combine4: GLenum = 1
GL_COMBINE4_NV: GLenum = 0x00008503
GL_SOURCE3_RGB_NV: GLenum = 0x00008583
GL_SOURCE3_ALPHA_NV: GLenum = 0x0000858B
GL_OPERAND3_RGB_NV: GLenum = 0x00008593
GL_OPERAND3_ALPHA_NV: GLenum = 0x0000859B
GL_NV_texture_expand_normal: GLenum = 1
GL_TEXTURE_UNSIGNED_REMAP_MODE_NV: GLenum = 0x0000888F
GL_NV_texture_multisample: GLenum = 1
GL_TEXTURE_COVERAGE_SAMPLES_NV: GLenum = 0x00009045
GL_TEXTURE_COLOR_SAMPLES_NV: GLenum = 0x00009046
GL_NV_texture_npot_2D_mipmap: GLenum = 1
GL_NV_texture_rectangle: GLenum = 1
GL_TEXTURE_RECTANGLE_NV: GLenum = 0x000084F5
GL_TEXTURE_BINDING_RECTANGLE_NV: GLenum = 0x000084F6
GL_PROXY_TEXTURE_RECTANGLE_NV: GLenum = 0x000084F7
GL_MAX_RECTANGLE_TEXTURE_SIZE_NV: GLenum = 0x000084F8
GL_NV_texture_rectangle_compressed: GLenum = 1
GL_NV_texture_shader: GLenum = 1
GL_OFFSET_TEXTURE_RECTANGLE_NV: GLenum = 0x0000864C
GL_OFFSET_TEXTURE_RECTANGLE_SCALE_NV: GLenum = 0x0000864D
GL_DOT_PRODUCT_TEXTURE_RECTANGLE_NV: GLenum = 0x0000864E
GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV: GLenum = 0x000086D9
GL_UNSIGNED_INT_S8_S8_8_8_NV: GLenum = 0x000086DA
GL_UNSIGNED_INT_8_8_S8_S8_REV_NV: GLenum = 0x000086DB
GL_DSDT_MAG_INTENSITY_NV: GLenum = 0x000086DC
GL_SHADER_CONSISTENT_NV: GLenum = 0x000086DD
GL_TEXTURE_SHADER_NV: GLenum = 0x000086DE
GL_SHADER_OPERATION_NV: GLenum = 0x000086DF
GL_CULL_MODES_NV: GLenum = 0x000086E0
GL_OFFSET_TEXTURE_2D_MATRIX_NV: GLenum = 0x000086E1
GL_OFFSET_TEXTURE_MATRIX_NV: GLenum = 0x000086E1
GL_OFFSET_TEXTURE_2D_SCALE_NV: GLenum = 0x000086E2
GL_OFFSET_TEXTURE_SCALE_NV: GLenum = 0x000086E2
GL_OFFSET_TEXTURE_2D_BIAS_NV: GLenum = 0x000086E3
GL_OFFSET_TEXTURE_BIAS_NV: GLenum = 0x000086E3
GL_PREVIOUS_TEXTURE_INPUT_NV: GLenum = 0x000086E4
GL_CONST_EYE_NV: GLenum = 0x000086E5
GL_PASS_THROUGH_NV: GLenum = 0x000086E6
GL_CULL_FRAGMENT_NV: GLenum = 0x000086E7
GL_OFFSET_TEXTURE_2D_NV: GLenum = 0x000086E8
GL_DEPENDENT_AR_TEXTURE_2D_NV: GLenum = 0x000086E9
GL_DEPENDENT_GB_TEXTURE_2D_NV: GLenum = 0x000086EA
GL_DOT_PRODUCT_NV: GLenum = 0x000086EC
GL_DOT_PRODUCT_DEPTH_REPLACE_NV: GLenum = 0x000086ED
GL_DOT_PRODUCT_TEXTURE_2D_NV: GLenum = 0x000086EE
GL_DOT_PRODUCT_TEXTURE_CUBE_MAP_NV: GLenum = 0x000086F0
GL_DOT_PRODUCT_DIFFUSE_CUBE_MAP_NV: GLenum = 0x000086F1
GL_DOT_PRODUCT_REFLECT_CUBE_MAP_NV: GLenum = 0x000086F2
GL_DOT_PRODUCT_CONST_EYE_REFLECT_CUBE_MAP_NV: GLenum = 0x000086F3
GL_HILO_NV: GLenum = 0x000086F4
GL_DSDT_NV: GLenum = 0x000086F5
GL_DSDT_MAG_NV: GLenum = 0x000086F6
GL_DSDT_MAG_VIB_NV: GLenum = 0x000086F7
GL_HILO16_NV: GLenum = 0x000086F8
GL_SIGNED_HILO_NV: GLenum = 0x000086F9
GL_SIGNED_HILO16_NV: GLenum = 0x000086FA
GL_SIGNED_RGBA_NV: GLenum = 0x000086FB
GL_SIGNED_RGBA8_NV: GLenum = 0x000086FC
GL_SIGNED_RGB_NV: GLenum = 0x000086FE
GL_SIGNED_RGB8_NV: GLenum = 0x000086FF
GL_SIGNED_LUMINANCE_NV: GLenum = 0x00008701
GL_SIGNED_LUMINANCE8_NV: GLenum = 0x00008702
GL_SIGNED_LUMINANCE_ALPHA_NV: GLenum = 0x00008703
GL_SIGNED_LUMINANCE8_ALPHA8_NV: GLenum = 0x00008704
GL_SIGNED_ALPHA_NV: GLenum = 0x00008705
GL_SIGNED_ALPHA8_NV: GLenum = 0x00008706
GL_SIGNED_INTENSITY_NV: GLenum = 0x00008707
GL_SIGNED_INTENSITY8_NV: GLenum = 0x00008708
GL_DSDT8_NV: GLenum = 0x00008709
GL_DSDT8_MAG8_NV: GLenum = 0x0000870A
GL_DSDT8_MAG8_INTENSITY8_NV: GLenum = 0x0000870B
GL_SIGNED_RGB_UNSIGNED_ALPHA_NV: GLenum = 0x0000870C
GL_SIGNED_RGB8_UNSIGNED_ALPHA8_NV: GLenum = 0x0000870D
GL_HI_SCALE_NV: GLenum = 0x0000870E
GL_LO_SCALE_NV: GLenum = 0x0000870F
GL_DS_SCALE_NV: GLenum = 0x00008710
GL_DT_SCALE_NV: GLenum = 0x00008711
GL_MAGNITUDE_SCALE_NV: GLenum = 0x00008712
GL_VIBRANCE_SCALE_NV: GLenum = 0x00008713
GL_HI_BIAS_NV: GLenum = 0x00008714
GL_LO_BIAS_NV: GLenum = 0x00008715
GL_DS_BIAS_NV: GLenum = 0x00008716
GL_DT_BIAS_NV: GLenum = 0x00008717
GL_MAGNITUDE_BIAS_NV: GLenum = 0x00008718
GL_VIBRANCE_BIAS_NV: GLenum = 0x00008719
GL_TEXTURE_BORDER_VALUES_NV: GLenum = 0x0000871A
GL_TEXTURE_HI_SIZE_NV: GLenum = 0x0000871B
GL_TEXTURE_LO_SIZE_NV: GLenum = 0x0000871C
GL_TEXTURE_DS_SIZE_NV: GLenum = 0x0000871D
GL_TEXTURE_DT_SIZE_NV: GLenum = 0x0000871E
GL_TEXTURE_MAG_SIZE_NV: GLenum = 0x0000871F
GL_NV_texture_shader2: GLenum = 1
GL_DOT_PRODUCT_TEXTURE_3D_NV: GLenum = 0x000086EF
GL_NV_texture_shader3: GLenum = 1
GL_OFFSET_PROJECTIVE_TEXTURE_2D_NV: GLenum = 0x00008850
GL_OFFSET_PROJECTIVE_TEXTURE_2D_SCALE_NV: GLenum = 0x00008851
GL_OFFSET_PROJECTIVE_TEXTURE_RECTANGLE_NV: GLenum = 0x00008852
GL_OFFSET_PROJECTIVE_TEXTURE_RECTANGLE_SCALE_NV: GLenum = 0x00008853
GL_OFFSET_HILO_TEXTURE_2D_NV: GLenum = 0x00008854
GL_OFFSET_HILO_TEXTURE_RECTANGLE_NV: GLenum = 0x00008855
GL_OFFSET_HILO_PROJECTIVE_TEXTURE_2D_NV: GLenum = 0x00008856
GL_OFFSET_HILO_PROJECTIVE_TEXTURE_RECTANGLE_NV: GLenum = 0x00008857
GL_DEPENDENT_HILO_TEXTURE_2D_NV: GLenum = 0x00008858
GL_DEPENDENT_RGB_TEXTURE_3D_NV: GLenum = 0x00008859
GL_DEPENDENT_RGB_TEXTURE_CUBE_MAP_NV: GLenum = 0x0000885A
GL_DOT_PRODUCT_PASS_THROUGH_NV: GLenum = 0x0000885B
GL_DOT_PRODUCT_TEXTURE_1D_NV: GLenum = 0x0000885C
GL_DOT_PRODUCT_AFFINE_DEPTH_REPLACE_NV: GLenum = 0x0000885D
GL_HILO8_NV: GLenum = 0x0000885E
GL_SIGNED_HILO8_NV: GLenum = 0x0000885F
GL_FORCE_BLUE_TO_ONE_NV: GLenum = 0x00008860
GL_NV_transform_feedback: GLenum = 1
GL_BACK_PRIMARY_COLOR_NV: GLenum = 0x00008C77
GL_BACK_SECONDARY_COLOR_NV: GLenum = 0x00008C78
GL_TEXTURE_COORD_NV: GLenum = 0x00008C79
GL_CLIP_DISTANCE_NV: GLenum = 0x00008C7A
GL_VERTEX_ID_NV: GLenum = 0x00008C7B
GL_PRIMITIVE_ID_NV: GLenum = 0x00008C7C
GL_GENERIC_ATTRIB_NV: GLenum = 0x00008C7D
GL_TRANSFORM_FEEDBACK_ATTRIBS_NV: GLenum = 0x00008C7E
GL_TRANSFORM_FEEDBACK_BUFFER_MODE_NV: GLenum = 0x00008C7F
GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS_NV: GLenum = 0x00008C80
GL_ACTIVE_VARYINGS_NV: GLenum = 0x00008C81
GL_ACTIVE_VARYING_MAX_LENGTH_NV: GLenum = 0x00008C82
GL_TRANSFORM_FEEDBACK_VARYINGS_NV: GLenum = 0x00008C83
GL_TRANSFORM_FEEDBACK_BUFFER_START_NV: GLenum = 0x00008C84
GL_TRANSFORM_FEEDBACK_BUFFER_SIZE_NV: GLenum = 0x00008C85
GL_TRANSFORM_FEEDBACK_RECORD_NV: GLenum = 0x00008C86
GL_PRIMITIVES_GENERATED_NV: GLenum = 0x00008C87
GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN_NV: GLenum = 0x00008C88
GL_RASTERIZER_DISCARD_NV: GLenum = 0x00008C89
GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS_NV: GLenum = 0x00008C8A
GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS_NV: GLenum = 0x00008C8B
GL_INTERLEAVED_ATTRIBS_NV: GLenum = 0x00008C8C
GL_SEPARATE_ATTRIBS_NV: GLenum = 0x00008C8D
GL_TRANSFORM_FEEDBACK_BUFFER_NV: GLenum = 0x00008C8E
GL_TRANSFORM_FEEDBACK_BUFFER_BINDING_NV: GLenum = 0x00008C8F
GL_NV_transform_feedback2: GLenum = 1
GL_TRANSFORM_FEEDBACK_NV: GLenum = 0x00008E22
GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED_NV: GLenum = 0x00008E23
GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE_NV: GLenum = 0x00008E24
GL_TRANSFORM_FEEDBACK_BINDING_NV: GLenum = 0x00008E25
GL_NV_uniform_buffer_unified_memory: GLenum = 1
GL_UNIFORM_BUFFER_UNIFIED_NV: GLenum = 0x0000936E
GL_UNIFORM_BUFFER_ADDRESS_NV: GLenum = 0x0000936F
GL_UNIFORM_BUFFER_LENGTH_NV: GLenum = 0x00009370
GL_NV_vdpau_interop: GLenum = 1
GL_SURFACE_STATE_NV: GLenum = 0x000086EB
GL_SURFACE_REGISTERED_NV: GLenum = 0x000086FD
GL_SURFACE_MAPPED_NV: GLenum = 0x00008700
GL_WRITE_DISCARD_NV: GLenum = 0x000088BE
GL_NV_vertex_array_range: GLenum = 1
GL_VERTEX_ARRAY_RANGE_NV: GLenum = 0x0000851D
GL_VERTEX_ARRAY_RANGE_LENGTH_NV: GLenum = 0x0000851E
GL_VERTEX_ARRAY_RANGE_VALID_NV: GLenum = 0x0000851F
GL_MAX_VERTEX_ARRAY_RANGE_ELEMENT_NV: GLenum = 0x00008520
GL_VERTEX_ARRAY_RANGE_POINTER_NV: GLenum = 0x00008521
GL_NV_vertex_array_range2: GLenum = 1
GL_VERTEX_ARRAY_RANGE_WITHOUT_FLUSH_NV: GLenum = 0x00008533
GL_NV_vertex_attrib_integer_64bit: GLenum = 1
GL_NV_vertex_buffer_unified_memory: GLenum = 1
GL_VERTEX_ATTRIB_ARRAY_UNIFIED_NV: GLenum = 0x00008F1E
GL_ELEMENT_ARRAY_UNIFIED_NV: GLenum = 0x00008F1F
GL_VERTEX_ATTRIB_ARRAY_ADDRESS_NV: GLenum = 0x00008F20
GL_VERTEX_ARRAY_ADDRESS_NV: GLenum = 0x00008F21
GL_NORMAL_ARRAY_ADDRESS_NV: GLenum = 0x00008F22
GL_COLOR_ARRAY_ADDRESS_NV: GLenum = 0x00008F23
GL_INDEX_ARRAY_ADDRESS_NV: GLenum = 0x00008F24
GL_TEXTURE_COORD_ARRAY_ADDRESS_NV: GLenum = 0x00008F25
GL_EDGE_FLAG_ARRAY_ADDRESS_NV: GLenum = 0x00008F26
GL_SECONDARY_COLOR_ARRAY_ADDRESS_NV: GLenum = 0x00008F27
GL_FOG_COORD_ARRAY_ADDRESS_NV: GLenum = 0x00008F28
GL_ELEMENT_ARRAY_ADDRESS_NV: GLenum = 0x00008F29
GL_VERTEX_ATTRIB_ARRAY_LENGTH_NV: GLenum = 0x00008F2A
GL_VERTEX_ARRAY_LENGTH_NV: GLenum = 0x00008F2B
GL_NORMAL_ARRAY_LENGTH_NV: GLenum = 0x00008F2C
GL_COLOR_ARRAY_LENGTH_NV: GLenum = 0x00008F2D
GL_INDEX_ARRAY_LENGTH_NV: GLenum = 0x00008F2E
GL_TEXTURE_COORD_ARRAY_LENGTH_NV: GLenum = 0x00008F2F
GL_EDGE_FLAG_ARRAY_LENGTH_NV: GLenum = 0x00008F30
GL_SECONDARY_COLOR_ARRAY_LENGTH_NV: GLenum = 0x00008F31
GL_FOG_COORD_ARRAY_LENGTH_NV: GLenum = 0x00008F32
GL_ELEMENT_ARRAY_LENGTH_NV: GLenum = 0x00008F33
GL_DRAW_INDIRECT_UNIFIED_NV: GLenum = 0x00008F40
GL_DRAW_INDIRECT_ADDRESS_NV: GLenum = 0x00008F41
GL_DRAW_INDIRECT_LENGTH_NV: GLenum = 0x00008F42
GL_NV_vertex_program: GLenum = 1
GL_VERTEX_PROGRAM_NV: GLenum = 0x00008620
GL_VERTEX_STATE_PROGRAM_NV: GLenum = 0x00008621
GL_ATTRIB_ARRAY_SIZE_NV: GLenum = 0x00008623
GL_ATTRIB_ARRAY_STRIDE_NV: GLenum = 0x00008624
GL_ATTRIB_ARRAY_TYPE_NV: GLenum = 0x00008625
GL_CURRENT_ATTRIB_NV: GLenum = 0x00008626
GL_PROGRAM_LENGTH_NV: GLenum = 0x00008627
GL_PROGRAM_STRING_NV: GLenum = 0x00008628
GL_MODELVIEW_PROJECTION_NV: GLenum = 0x00008629
GL_IDENTITY_NV: GLenum = 0x0000862A
GL_INVERSE_NV: GLenum = 0x0000862B
GL_TRANSPOSE_NV: GLenum = 0x0000862C
GL_INVERSE_TRANSPOSE_NV: GLenum = 0x0000862D
GL_MAX_TRACK_MATRIX_STACK_DEPTH_NV: GLenum = 0x0000862E
GL_MAX_TRACK_MATRICES_NV: GLenum = 0x0000862F
GL_MATRIX0_NV: GLenum = 0x00008630
GL_MATRIX1_NV: GLenum = 0x00008631
GL_MATRIX2_NV: GLenum = 0x00008632
GL_MATRIX3_NV: GLenum = 0x00008633
GL_MATRIX4_NV: GLenum = 0x00008634
GL_MATRIX5_NV: GLenum = 0x00008635
GL_MATRIX6_NV: GLenum = 0x00008636
GL_MATRIX7_NV: GLenum = 0x00008637
GL_CURRENT_MATRIX_STACK_DEPTH_NV: GLenum = 0x00008640
GL_CURRENT_MATRIX_NV: GLenum = 0x00008641
GL_VERTEX_PROGRAM_POINT_SIZE_NV: GLenum = 0x00008642
GL_VERTEX_PROGRAM_TWO_SIDE_NV: GLenum = 0x00008643
GL_PROGRAM_PARAMETER_NV: GLenum = 0x00008644
GL_ATTRIB_ARRAY_POINTER_NV: GLenum = 0x00008645
GL_PROGRAM_TARGET_NV: GLenum = 0x00008646
GL_PROGRAM_RESIDENT_NV: GLenum = 0x00008647
GL_TRACK_MATRIX_NV: GLenum = 0x00008648
GL_TRACK_MATRIX_TRANSFORM_NV: GLenum = 0x00008649
GL_VERTEX_PROGRAM_BINDING_NV: GLenum = 0x0000864A
GL_PROGRAM_ERROR_POSITION_NV: GLenum = 0x0000864B
GL_VERTEX_ATTRIB_ARRAY0_NV: GLenum = 0x00008650
GL_VERTEX_ATTRIB_ARRAY1_NV: GLenum = 0x00008651
GL_VERTEX_ATTRIB_ARRAY2_NV: GLenum = 0x00008652
GL_VERTEX_ATTRIB_ARRAY3_NV: GLenum = 0x00008653
GL_VERTEX_ATTRIB_ARRAY4_NV: GLenum = 0x00008654
GL_VERTEX_ATTRIB_ARRAY5_NV: GLenum = 0x00008655
GL_VERTEX_ATTRIB_ARRAY6_NV: GLenum = 0x00008656
GL_VERTEX_ATTRIB_ARRAY7_NV: GLenum = 0x00008657
GL_VERTEX_ATTRIB_ARRAY8_NV: GLenum = 0x00008658
GL_VERTEX_ATTRIB_ARRAY9_NV: GLenum = 0x00008659
GL_VERTEX_ATTRIB_ARRAY10_NV: GLenum = 0x0000865A
GL_VERTEX_ATTRIB_ARRAY11_NV: GLenum = 0x0000865B
GL_VERTEX_ATTRIB_ARRAY12_NV: GLenum = 0x0000865C
GL_VERTEX_ATTRIB_ARRAY13_NV: GLenum = 0x0000865D
GL_VERTEX_ATTRIB_ARRAY14_NV: GLenum = 0x0000865E
GL_VERTEX_ATTRIB_ARRAY15_NV: GLenum = 0x0000865F
GL_MAP1_VERTEX_ATTRIB0_4_NV: GLenum = 0x00008660
GL_MAP1_VERTEX_ATTRIB1_4_NV: GLenum = 0x00008661
GL_MAP1_VERTEX_ATTRIB2_4_NV: GLenum = 0x00008662
GL_MAP1_VERTEX_ATTRIB3_4_NV: GLenum = 0x00008663
GL_MAP1_VERTEX_ATTRIB4_4_NV: GLenum = 0x00008664
GL_MAP1_VERTEX_ATTRIB5_4_NV: GLenum = 0x00008665
GL_MAP1_VERTEX_ATTRIB6_4_NV: GLenum = 0x00008666
GL_MAP1_VERTEX_ATTRIB7_4_NV: GLenum = 0x00008667
GL_MAP1_VERTEX_ATTRIB8_4_NV: GLenum = 0x00008668
GL_MAP1_VERTEX_ATTRIB9_4_NV: GLenum = 0x00008669
GL_MAP1_VERTEX_ATTRIB10_4_NV: GLenum = 0x0000866A
GL_MAP1_VERTEX_ATTRIB11_4_NV: GLenum = 0x0000866B
GL_MAP1_VERTEX_ATTRIB12_4_NV: GLenum = 0x0000866C
GL_MAP1_VERTEX_ATTRIB13_4_NV: GLenum = 0x0000866D
GL_MAP1_VERTEX_ATTRIB14_4_NV: GLenum = 0x0000866E
GL_MAP1_VERTEX_ATTRIB15_4_NV: GLenum = 0x0000866F
GL_MAP2_VERTEX_ATTRIB0_4_NV: GLenum = 0x00008670
GL_MAP2_VERTEX_ATTRIB1_4_NV: GLenum = 0x00008671
GL_MAP2_VERTEX_ATTRIB2_4_NV: GLenum = 0x00008672
GL_MAP2_VERTEX_ATTRIB3_4_NV: GLenum = 0x00008673
GL_MAP2_VERTEX_ATTRIB4_4_NV: GLenum = 0x00008674
GL_MAP2_VERTEX_ATTRIB5_4_NV: GLenum = 0x00008675
GL_MAP2_VERTEX_ATTRIB6_4_NV: GLenum = 0x00008676
GL_MAP2_VERTEX_ATTRIB7_4_NV: GLenum = 0x00008677
GL_MAP2_VERTEX_ATTRIB8_4_NV: GLenum = 0x00008678
GL_MAP2_VERTEX_ATTRIB9_4_NV: GLenum = 0x00008679
GL_MAP2_VERTEX_ATTRIB10_4_NV: GLenum = 0x0000867A
GL_MAP2_VERTEX_ATTRIB11_4_NV: GLenum = 0x0000867B
GL_MAP2_VERTEX_ATTRIB12_4_NV: GLenum = 0x0000867C
GL_MAP2_VERTEX_ATTRIB13_4_NV: GLenum = 0x0000867D
GL_MAP2_VERTEX_ATTRIB14_4_NV: GLenum = 0x0000867E
GL_MAP2_VERTEX_ATTRIB15_4_NV: GLenum = 0x0000867F
GL_NV_vertex_program1_1: GLenum = 1
GL_NV_vertex_program2: GLenum = 1
GL_NV_vertex_program2_option: GLenum = 1
GL_NV_vertex_program3: GLenum = 1
MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB: GLenum = 0x00008B4C
GL_NV_vertex_program4: GLenum = 1
GL_VERTEX_ATTRIB_ARRAY_INTEGER_NV: GLenum = 0x000088FD
GL_NV_video_capture: GLenum = 1
GL_VIDEO_BUFFER_NV: GLenum = 0x00009020
GL_VIDEO_BUFFER_BINDING_NV: GLenum = 0x00009021
GL_FIELD_UPPER_NV: GLenum = 0x00009022
GL_FIELD_LOWER_NV: GLenum = 0x00009023
GL_NUM_VIDEO_CAPTURE_STREAMS_NV: GLenum = 0x00009024
GL_NEXT_VIDEO_CAPTURE_BUFFER_STATUS_NV: GLenum = 0x00009025
GL_VIDEO_CAPTURE_TO_422_SUPPORTED_NV: GLenum = 0x00009026
GL_LAST_VIDEO_CAPTURE_STATUS_NV: GLenum = 0x00009027
GL_VIDEO_BUFFER_PITCH_NV: GLenum = 0x00009028
GL_VIDEO_COLOR_CONVERSION_MATRIX_NV: GLenum = 0x00009029
GL_VIDEO_COLOR_CONVERSION_MAX_NV: GLenum = 0x0000902A
GL_VIDEO_COLOR_CONVERSION_MIN_NV: GLenum = 0x0000902B
GL_VIDEO_COLOR_CONVERSION_OFFSET_NV: GLenum = 0x0000902C
GL_VIDEO_BUFFER_INTERNAL_FORMAT_NV: GLenum = 0x0000902D
GL_PARTIAL_SUCCESS_NV: GLenum = 0x0000902E
GL_SUCCESS_NV: GLenum = 0x0000902F
GL_FAILURE_NV: GLenum = 0x00009030
GL_YCBYCR8_422_NV: GLenum = 0x00009031
GL_YCBAYCR8A_4224_NV: GLenum = 0x00009032
GL_Z6Y10Z6CB10Z6Y10Z6CR10_422_NV: GLenum = 0x00009033
GL_Z6Y10Z6CB10Z6A10Z6Y10Z6CR10Z6A10_4224_NV: GLenum = 0x00009034
GL_Z4Y12Z4CB12Z4Y12Z4CR12_422_NV: GLenum = 0x00009035
GL_Z4Y12Z4CB12Z4A12Z4Y12Z4CR12Z4A12_4224_NV: GLenum = 0x00009036
GL_Z4Y12Z4CB12Z4CR12_444_NV: GLenum = 0x00009037
GL_VIDEO_CAPTURE_FRAME_WIDTH_NV: GLenum = 0x00009038
GL_VIDEO_CAPTURE_FRAME_HEIGHT_NV: GLenum = 0x00009039
GL_VIDEO_CAPTURE_FIELD_UPPER_HEIGHT_NV: GLenum = 0x0000903A
GL_VIDEO_CAPTURE_FIELD_LOWER_HEIGHT_NV: GLenum = 0x0000903B
GL_VIDEO_CAPTURE_SURFACE_ORIGIN_NV: GLenum = 0x0000903C
GL_NV_viewport_array: GLenum = 1
GL_MAX_VIEWPORTS_NV: GLenum = 0x0000825B
GL_VIEWPORT_SUBPIXEL_BITS_NV: GLenum = 0x0000825C
GL_VIEWPORT_BOUNDS_RANGE_NV: GLenum = 0x0000825D
GL_VIEWPORT_INDEX_PROVOKING_VERTEX_NV: GLenum = 0x0000825F
GL_NV_viewport_array2: GLenum = 1
GL_NV_viewport_swizzle: GLenum = 1
GL_VIEWPORT_SWIZZLE_POSITIVE_X_NV: GLenum = 0x00009350
GL_VIEWPORT_SWIZZLE_NEGATIVE_X_NV: GLenum = 0x00009351
GL_VIEWPORT_SWIZZLE_POSITIVE_Y_NV: GLenum = 0x00009352
GL_VIEWPORT_SWIZZLE_NEGATIVE_Y_NV: GLenum = 0x00009353
GL_VIEWPORT_SWIZZLE_POSITIVE_Z_NV: GLenum = 0x00009354
GL_VIEWPORT_SWIZZLE_NEGATIVE_Z_NV: GLenum = 0x00009355
GL_VIEWPORT_SWIZZLE_POSITIVE_W_NV: GLenum = 0x00009356
GL_VIEWPORT_SWIZZLE_NEGATIVE_W_NV: GLenum = 0x00009357
GL_VIEWPORT_SWIZZLE_X_NV: GLenum = 0x00009358
GL_VIEWPORT_SWIZZLE_Y_NV: GLenum = 0x00009359
GL_VIEWPORT_SWIZZLE_Z_NV: GLenum = 0x0000935A
GL_VIEWPORT_SWIZZLE_W_NV: GLenum = 0x0000935B
GL_OES_byte_coordinates: GLenum = 1
GL_OML_interlace: GLenum = 1
GL_INTERLACE_OML: GLenum = 0x00008980
GL_INTERLACE_READ_OML: GLenum = 0x00008981
GL_OML_resample: GLenum = 1
GL_PACK_RESAMPLE_OML: GLenum = 0x00008984
GL_UNPACK_RESAMPLE_OML: GLenum = 0x00008985
GL_RESAMPLE_REPLICATE_OML: GLenum = 0x00008986
GL_RESAMPLE_ZERO_FILL_OML: GLenum = 0x00008987
GL_RESAMPLE_AVERAGE_OML: GLenum = 0x00008988
GL_RESAMPLE_DECIMATE_OML: GLenum = 0x00008989
GL_OML_subsample: GLenum = 1
GL_FORMAT_SUBSAMPLE_24_24_OML: GLenum = 0x00008982
GL_FORMAT_SUBSAMPLE_244_244_OML: GLenum = 0x00008983
GL_OVR_multiview: GLenum = 1
GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_NUM_VIEWS_OVR: GLenum = 0x00009630
GL_MAX_VIEWS_OVR: GLenum = 0x00009631
GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_BASE_VIEW_INDEX_OVR: GLenum = 0x00009632
GL_FRAMEBUFFER_INCOMPLETE_VIEW_TARGETS_OVR: GLenum = 0x00009633
GL_OVR_multiview2: GLenum = 1
GL_OVR_multiview_multisampled_render_to_texture: GLenum = 1
GL_PGI_misc_hints: GLenum = 1
GL_PREFER_DOUBLEBUFFER_HINT_PGI: GLenum = 107000
GL_CONSERVE_MEMORY_HINT_PGI: GLenum = 107005
GL_RECLAIM_MEMORY_HINT_PGI: GLenum = 107006
GL_NATIVE_GRAPHICS_HANDLE_PGI: GLenum = 107010
GL_NATIVE_GRAPHICS_BEGIN_HINT_PGI: GLenum = 107011
GL_NATIVE_GRAPHICS_END_HINT_PGI: GLenum = 107012
GL_ALWAYS_FAST_HINT_PGI: GLenum = 107020
GL_ALWAYS_SOFT_HINT_PGI: GLenum = 107021
GL_ALLOW_DRAW_OBJ_HINT_PGI: GLenum = 107022
GL_ALLOW_DRAW_WIN_HINT_PGI: GLenum = 107023
GL_ALLOW_DRAW_FRG_HINT_PGI: GLenum = 107024
GL_ALLOW_DRAW_MEM_HINT_PGI: GLenum = 107025
GL_STRICT_DEPTHFUNC_HINT_PGI: GLenum = 107030
GL_STRICT_LIGHTING_HINT_PGI: GLenum = 107031
GL_STRICT_SCISSOR_HINT_PGI: GLenum = 107032
GL_FULL_STIPPLE_HINT_PGI: GLenum = 107033
GL_CLIP_NEAR_HINT_PGI: GLenum = 107040
GL_CLIP_FAR_HINT_PGI: GLenum = 107041
GL_WIDE_LINE_HINT_PGI: GLenum = 107042
GL_BACK_NORMALS_HINT_PGI: GLenum = 107043
GL_PGI_vertex_hints: GLenum = 1
GL_VERTEX23_BIT_PGI: GLenum = 0x00000004
GL_VERTEX4_BIT_PGI: GLenum = 0x00000008
GL_COLOR3_BIT_PGI: GLenum = 0x00010000
GL_COLOR4_BIT_PGI: GLenum = 0x00020000
GL_EDGEFLAG_BIT_PGI: GLenum = 0x00040000
GL_INDEX_BIT_PGI: GLenum = 0x00080000
GL_MAT_AMBIENT_BIT_PGI: GLenum64 = 0x00100000'u
GL_VERTEX_DATA_HINT_PGI: GLenum = 107050
GL_VERTEX_CONSISTENT_HINT_PGI: GLenum = 107051
GL_MATERIAL_SIDE_HINT_PGI: GLenum = 107052
GL_MAX_VERTEX_HINT_PGI: GLenum = 107053
GL_MAT_AMBIENT_AND_DIFFUSE_BIT_PGI: GLenum64 = 0x00200000'u
GL_MAT_DIFFUSE_BIT_PGI: GLenum64 = 0x00400000'u
GL_MAT_EMISSION_BIT_PGI: GLenum64 = 0x00800000'u
GL_MAT_COLOR_INDEXES_BIT_PGI: GLenum64 = 0x01000000'u
GL_MAT_SHININESS_BIT_PGI: GLenum64 = 0x02000000'u
GL_MAT_SPECULAR_BIT_PGI: GLenum64 = 0x04000000'u
GL_NORMAL_BIT_PGI: GLenum64 = 0x08000000'u
GL_TEXCOORD1_BIT_PGI: GLenum64 = 0x10000000'u
GL_TEXCOORD2_BIT_PGI: GLenum64 = 0x20000000'u
GL_TEXCOORD3_BIT_PGI: GLenum64 = 0x40000000'u
GL_TEXCOORD4_BIT_PGI: GLenum64 = 0x80000000'u
GL_QCOM_alpha_test: GLenum = 1
GL_ALPHA_TEST_QCOM: GLenum = 0x00000BC0
GL_ALPHA_TEST_FUNC_QCOM: GLenum = 0x00000BC1
GL_ALPHA_TEST_REF_QCOM: GLenum = 0x00000BC2
GL_QCOM_binning_control: GLenum = 1
GL_BINNING_CONTROL_HINT_QCOM: GLenum = 0x00008FB0
GL_CPU_OPTIMIZED_QCOM: GLenum = 0x00008FB1
GL_GPU_OPTIMIZED_QCOM: GLenum = 0x00008FB2
GL_RENDER_DIRECT_TO_FRAMEBUFFER_QCOM: GLenum = 0x00008FB3
GL_QCOM_driver_control: GLenum = 1
GL_QCOM_extended_get: GLenum = 1
GL_TEXTURE_WIDTH_QCOM: GLenum = 0x00008BD2
GL_TEXTURE_HEIGHT_QCOM: GLenum = 0x00008BD3
GL_TEXTURE_DEPTH_QCOM: GLenum = 0x00008BD4
GL_TEXTURE_INTERNAL_FORMAT_QCOM: GLenum = 0x00008BD5
GL_TEXTURE_FORMAT_QCOM: GLenum = 0x00008BD6
GL_TEXTURE_TYPE_QCOM: GLenum = 0x00008BD7
GL_TEXTURE_IMAGE_VALID_QCOM: GLenum = 0x00008BD8
GL_TEXTURE_NUM_LEVELS_QCOM: GLenum = 0x00008BD9
GL_TEXTURE_TARGET_QCOM: GLenum = 0x00008BDA
GL_TEXTURE_OBJECT_VALID_QCOM: GLenum = 0x00008BDB
GL_STATE_RESTORE: GLenum = 0x00008BDC
GL_QCOM_extended_get2: GLenum = 1
GL_QCOM_framebuffer_foveated: GLenum = 1
GL_FOVEATION_ENABLE_BIT_QCOM: GLenum = 0x00000001
GL_FOVEATION_SCALED_BIN_METHOD_BIT_QCOM: GLenum = 0x00000002
GL_QCOM_perfmon_global_mode: GLenum = 1
GL_PERFMON_GLOBAL_MODE_QCOM: GLenum = 0x00008FA0
GL_QCOM_shader_framebuffer_fetch_noncoherent: GLenum = 1
GL_FRAMEBUFFER_FETCH_NONCOHERENT_QCOM: GLenum = 0x000096A2
GL_QCOM_tiled_rendering: GLenum = 1
GL_COLOR_BUFFER_BIT0_QCOM: GLenum = 0x00000001
GL_COLOR_BUFFER_BIT1_QCOM: GLenum = 0x00000002
GL_COLOR_BUFFER_BIT2_QCOM: GLenum = 0x00000004
GL_COLOR_BUFFER_BIT3_QCOM: GLenum = 0x00000008
GL_COLOR_BUFFER_BIT4_QCOM: GLenum = 0x00000010
GL_COLOR_BUFFER_BIT5_QCOM: GLenum = 0x00000020
GL_COLOR_BUFFER_BIT6_QCOM: GLenum = 0x00000040
GL_COLOR_BUFFER_BIT7_QCOM: GLenum = 0x00000080
GL_DEPTH_BUFFER_BIT0_QCOM: GLenum = 0x00000100
GL_DEPTH_BUFFER_BIT1_QCOM: GLenum = 0x00000200
GL_DEPTH_BUFFER_BIT2_QCOM: GLenum = 0x00000400
GL_DEPTH_BUFFER_BIT3_QCOM: GLenum = 0x00000800
GL_DEPTH_BUFFER_BIT4_QCOM: GLenum = 0x00001000
GL_DEPTH_BUFFER_BIT5_QCOM: GLenum = 0x00002000
GL_DEPTH_BUFFER_BIT6_QCOM: GLenum = 0x00004000
GL_DEPTH_BUFFER_BIT7_QCOM: GLenum = 0x00008000
GL_STENCIL_BUFFER_BIT0_QCOM: GLenum = 0x00010000
GL_STENCIL_BUFFER_BIT1_QCOM: GLenum = 0x00020000
GL_STENCIL_BUFFER_BIT2_QCOM: GLenum = 0x00040000
GL_STENCIL_BUFFER_BIT3_QCOM: GLenum = 0x00080000
GL_STENCIL_BUFFER_BIT4_QCOM: GLenum64 = 0x00100000'u
GL_STENCIL_BUFFER_BIT5_QCOM: GLenum64 = 0x00200000'u
GL_STENCIL_BUFFER_BIT6_QCOM: GLenum64 = 0x00400000'u
GL_STENCIL_BUFFER_BIT7_QCOM: GLenum64 = 0x00800000'u
GL_MULTISAMPLE_BUFFER_BIT0_QCOM: GLenum64 = 0x01000000'u
GL_MULTISAMPLE_BUFFER_BIT1_QCOM: GLenum64 = 0x02000000'u
GL_MULTISAMPLE_BUFFER_BIT2_QCOM: GLenum64 = 0x04000000'u
GL_MULTISAMPLE_BUFFER_BIT3_QCOM: GLenum64 = 0x08000000'u
GL_MULTISAMPLE_BUFFER_BIT4_QCOM: GLenum64 = 0x10000000'u
GL_MULTISAMPLE_BUFFER_BIT5_QCOM: GLenum64 = 0x20000000'u
GL_MULTISAMPLE_BUFFER_BIT6_QCOM: GLenum64 = 0x40000000'u
GL_MULTISAMPLE_BUFFER_BIT7_QCOM: GLenum64 = 0x80000000'u
GL_QCOM_writeonly_rendering: GLenum = 1
GL_WRITEONLY_RENDERING_QCOM: GLenum = 0x00008823
GL_REGAL_ES1_0_compatibility: GLenum = 1
GL_REGAL_ES1_1_compatibility: GLenum = 1
GL_REGAL_enable: GLenum = 1
GL_ERROR_REGAL: GLenum = 0x00009322
GL_DEBUG_REGAL: GLenum = 0x00009323
GL_LOG_REGAL: GLenum = 0x00009324
GL_EMULATION_REGAL: GLenum = 0x00009325
GL_DRIVER_REGAL: GLenum = 0x00009326
GL_MISSING_REGAL: GLenum = 0x00009360
GL_TRACE_REGAL: GLenum = 0x00009361
GL_CACHE_REGAL: GLenum = 0x00009362
GL_CODE_REGAL: GLenum = 0x00009363
GL_STATISTICS_REGAL: GLenum = 0x00009364
GL_REGAL_error_string: GLenum = 1
GL_REGAL_extension_query: GLenum = 1
GL_REGAL_log: GLenum = 1
GL_LOG_ERROR_REGAL: GLenum = 0x00009319
GL_LOG_WARNING_REGAL: GLenum = 0x0000931A
GL_LOG_INFO_REGAL: GLenum = 0x0000931B
GL_LOG_APP_REGAL: GLenum = 0x0000931C
GL_LOG_DRIVER_REGAL: GLenum = 0x0000931D
GL_LOG_INTERNAL_REGAL: GLenum = 0x0000931E
GL_LOG_DEBUG_REGAL: GLenum = 0x0000931F
GL_LOG_STATUS_REGAL: GLenum = 0x00009320
GL_LOG_HTTP_REGAL: GLenum = 0x00009321
GL_REGAL_proc_address: GLenum = 1
GL_REND_screen_coordinates: GLenum = 1
GL_SCREEN_COORDINATES_REND: GLenum = 0x00008490
GL_INVERTED_SCREEN_W_REND: GLenum = 0x00008491
GL_S3_s3tc: GLenum = 1
GL_RGB_S3TC: GLenum = 0x000083A0
GL_RGB4_S3TC: GLenum = 0x000083A1
GL_RGBA_S3TC: GLenum = 0x000083A2
GL_RGBA4_S3TC: GLenum = 0x000083A3
GL_RGBA_DXT5_S3TC: GLenum = 0x000083A4
GL_RGBA4_DXT5_S3TC: GLenum = 0x000083A5
GL_SGIS_clip_band_hint: GLenum = 1
GL_SGIS_color_range: GLenum = 1
GL_EXTENDED_RANGE_SGIS: GLenum = 0x000085A5
GL_MIN_RED_SGIS: GLenum = 0x000085A6
GL_MAX_RED_SGIS: GLenum = 0x000085A7
GL_MIN_GREEN_SGIS: GLenum = 0x000085A8
GL_MAX_GREEN_SGIS: GLenum = 0x000085A9
GL_MIN_BLUE_SGIS: GLenum = 0x000085AA
GL_MAX_BLUE_SGIS: GLenum = 0x000085AB
GL_MIN_ALPHA_SGIS: GLenum = 0x000085AC
GL_MAX_ALPHA_SGIS: GLenum = 0x000085AD
GL_SGIS_detail_texture: GLenum = 1
GL_SGIS_fog_function: GLenum = 1
GL_SGIS_generate_mipmap: GLenum = 1
GL_GENERATE_MIPMAP_SGIS: GLenum = 0x00008191
GL_GENERATE_MIPMAP_HINT_SGIS: GLenum = 0x00008192
GL_SGIS_line_texgen: GLenum = 1
GL_SGIS_multisample: GLenum = 1
GL_MULTISAMPLE_SGIS: GLenum = 0x0000809D
GL_SAMPLE_ALPHA_TO_MASK_SGIS: GLenum = 0x0000809E
GL_SAMPLE_ALPHA_TO_ONE_SGIS: GLenum = 0x0000809F
GL_SAMPLE_MASK_SGIS: GLenum = 0x000080A0
GL_1PASS_SGIS: GLenum = 0x000080A1
GL_2PASS_0_SGIS: GLenum = 0x000080A2
GL_2PASS_1_SGIS: GLenum = 0x000080A3
GL_4PASS_0_SGIS: GLenum = 0x000080A4
GL_4PASS_1_SGIS: GLenum = 0x000080A5
GL_4PASS_2_SGIS: GLenum = 0x000080A6
GL_4PASS_3_SGIS: GLenum = 0x000080A7
GL_SAMPLE_BUFFERS_SGIS: GLenum = 0x000080A8
GL_SAMPLES_SGIS: GLenum = 0x000080A9
GL_SAMPLE_MASK_VALUE_SGIS: GLenum = 0x000080AA
GL_SAMPLE_MASK_INVERT_SGIS: GLenum = 0x000080AB
GL_SAMPLE_PATTERN_SGIS: GLenum = 0x000080AC
GL_SGIS_multitexture: GLenum = 1
GL_SELECTED_TEXTURE_SGIS: GLenum = 0x000083C0
GL_SELECTED_TEXTURE_COORD_SET_SGIS: GLenum = 0x000083C1
GL_SELECTED_TEXTURE_TRANSFORM_SGIS: GLenum = 0x000083C2
GL_MAX_TEXTURES_SGIS: GLenum = 0x000083C3
GL_MAX_TEXTURE_COORD_SETS_SGIS: GLenum = 0x000083C4
GL_TEXTURE_COORD_SET_INTERLEAVE_FACTOR_SGIS: GLenum = 0x000083C5
GL_TEXTURE_ENV_COORD_SET_SGIS: GLenum = 0x000083C6
GL_TEXTURE0_SGIS: GLenum = 0x000083C7
GL_TEXTURE1_SGIS: GLenum = 0x000083C8
GL_TEXTURE2_SGIS: GLenum = 0x000083C9
GL_TEXTURE3_SGIS: GLenum = 0x000083CA
GL_SGIS_pixel_texture: GLenum = 1
GL_SGIS_point_line_texgen: GLenum = 1
GL_EYE_DISTANCE_TO_POINT_SGIS: GLenum = 0x000081F0
GL_OBJECT_DISTANCE_TO_POINT_SGIS: GLenum = 0x000081F1
GL_EYE_DISTANCE_TO_LINE_SGIS: GLenum = 0x000081F2
GL_OBJECT_DISTANCE_TO_LINE_SGIS: GLenum = 0x000081F3
GL_EYE_POINT_SGIS: GLenum = 0x000081F4
GL_OBJECT_POINT_SGIS: GLenum = 0x000081F5
GL_EYE_LINE_SGIS: GLenum = 0x000081F6
GL_OBJECT_LINE_SGIS: GLenum = 0x000081F7
GL_SGIS_shared_multisample: GLenum = 1
GL_SGIS_sharpen_texture: GLenum = 1
GL_SGIS_texture4D: GLenum = 1
GL_SGIS_texture_border_clamp: GLenum = 1
GL_CLAMP_TO_BORDER_SGIS: GLenum = 0x0000812D
GL_SGIS_texture_edge_clamp: GLenum = 1
GL_CLAMP_TO_EDGE_SGIS: GLenum = 0x0000812F
GL_SGIS_texture_filter4: GLenum = 1
GL_SGIS_texture_lod: GLenum = 1
GL_TEXTURE_MIN_LOD_SGIS: GLenum = 0x0000813A
GL_TEXTURE_MAX_LOD_SGIS: GLenum = 0x0000813B
GL_TEXTURE_BASE_LEVEL_SGIS: GLenum = 0x0000813C
GL_TEXTURE_MAX_LEVEL_SGIS: GLenum = 0x0000813D
GL_SGIS_texture_select: GLenum = 1
GL_SGIX_async: GLenum = 1
GL_ASYNC_MARKER_SGIX: GLenum = 0x00008329
GL_SGIX_async_histogram: GLenum = 1
GL_ASYNC_HISTOGRAM_SGIX: GLenum = 0x0000832C
GL_MAX_ASYNC_HISTOGRAM_SGIX: GLenum = 0x0000832D
GL_SGIX_async_pixel: GLenum = 1
GL_ASYNC_TEX_IMAGE_SGIX: GLenum = 0x0000835C
GL_ASYNC_DRAW_PIXELS_SGIX: GLenum = 0x0000835D
GL_ASYNC_READ_PIXELS_SGIX: GLenum = 0x0000835E
GL_MAX_ASYNC_TEX_IMAGE_SGIX: GLenum = 0x0000835F
GL_MAX_ASYNC_DRAW_PIXELS_SGIX: GLenum = 0x00008360
GL_MAX_ASYNC_READ_PIXELS_SGIX: GLenum = 0x00008361
GL_SGIX_bali_g_instruments: GLenum = 1
GL_BALI_NUM_TRIS_CULLED_INSTRUMENT: GLenum = 0x00006080
GL_BALI_NUM_PRIMS_CLIPPED_INSTRUMENT: GLenum = 0x00006081
GL_BALI_NUM_PRIMS_REJECT_INSTRUMENT: GLenum = 0x00006082
GL_BALI_NUM_PRIMS_CLIP_RESULT_INSTRUMENT: GLenum = 0x00006083
GL_SGIX_bali_r_instruments: GLenum = 1
GL_BALI_FRAGMENTS_GENERATED_INSTRUMENT: GLenum = 0x00006090
GL_BALI_DEPTH_PASS_INSTRUMENT: GLenum = 0x00006091
GL_BALI_R_CHIP_COUNT: GLenum = 0x00006092
GL_SGIX_bali_timer_instruments: GLenum = 1
GL_SGIX_blend_alpha_minmax: GLenum = 1
GL_ALPHA_MIN_SGIX: GLenum = 0x00008320
GL_ALPHA_MAX_SGIX: GLenum = 0x00008321
GL_SGIX_blend_cadd: GLenum = 1
GL_FUNC_COMPLEX_ADD_EXT: GLenum = 0x0000601C
GL_SGIX_blend_cmultiply: GLenum = 1
GL_FUNC_COMPLEX_MULTIPLY_EXT: GLenum = 0x0000601B
GL_SGIX_calligraphic_fragment: GLenum = 1
GL_SGIX_clipmap: GLenum = 1
GL_SGIX_color_matrix_accuracy: GLenum = 1
GL_COLOR_MATRIX_HINT: GLenum = 0x00008317
GL_SGIX_color_table_index_mode: GLenum = 1
GL_SGIX_complex_polar: GLenum = 1
GL_SGIX_convolution_accuracy: GLenum = 1
GL_CONVOLUTION_HINT_SGIX: GLenum = 0x00008316
GL_SGIX_cube_map: GLenum = 1
GL_ENV_MAP_SGIX: GLenum = 0x00008340
GL_CUBE_MAP_SGIX: GLenum = 0x00008341
GL_CUBE_MAP_ZP_SGIX: GLenum = 0x00008342
GL_CUBE_MAP_ZN_SGIX: GLenum = 0x00008343
GL_CUBE_MAP_XN_SGIX: GLenum = 0x00008344
GL_CUBE_MAP_XP_SGIX: GLenum = 0x00008345
GL_CUBE_MAP_YN_SGIX: GLenum = 0x00008346
GL_CUBE_MAP_YP_SGIX: GLenum = 0x00008347
GL_CUBE_MAP_BINDING_SGIX: GLenum = 0x00008348
GL_SGIX_cylinder_texgen: GLenum = 1
GL_SGIX_datapipe: GLenum = 1
GL_GEOMETRY_BIT: GLenum = 0x00000001
GL_IMAGE_BIT: GLenum = 0x00000002
GL_SGIX_decimation: GLenum = 1
GL_SGIX_depth_pass_instrument: GLenum = 1
GL_DEPTH_PASS_INSTRUMENT_SGIX: GLenum = 0x00008310
GL_DEPTH_PASS_INSTRUMENT_COUNTERS_SGIX: GLenum = 0x00008311
GL_DEPTH_PASS_INSTRUMENT_MAX_SGIX: GLenum = 0x00008312
GL_SGIX_depth_texture: GLenum = 1
GL_DEPTH_COMPONENT16_SGIX: GLenum = 0x000081A5
GL_DEPTH_COMPONENT24_SGIX: GLenum = 0x000081A6
GL_DEPTH_COMPONENT32_SGIX: GLenum = 0x000081A7
GL_SGIX_dvc: GLenum = 1
GL_SGIX_flush_raster: GLenum = 1
GL_SGIX_fog_blend: GLenum = 1
GL_FOG_BLEND_ALPHA_SGIX: GLenum = 0x000081FE
GL_FOG_BLEND_COLOR_SGIX: GLenum = 0x000081FF
GL_SGIX_fog_factor_to_alpha: GLenum = 1
GL_SGIX_fog_layers: GLenum = 1
GL_FOG_TYPE_SGIX: GLenum = 0x00008323
GL_UNIFORM_SGIX: GLenum = 0x00008324
GL_LAYERED_SGIX: GLenum = 0x00008325
GL_FOG_GROUND_PLANE_SGIX: GLenum = 0x00008326
GL_FOG_LAYERS_POINTS_SGIX: GLenum = 0x00008327
GL_MAX_FOG_LAYERS_POINTS_SGIX: GLenum = 0x00008328
GL_SGIX_fog_offset: GLenum = 1
GL_FOG_OFFSET_SGIX: GLenum = 0x00008198
GL_FOG_OFFSET_VALUE_SGIX: GLenum = 0x00008199
GL_SGIX_fog_patchy: GLenum = 1
GL_SGIX_fog_scale: GLenum = 1
GL_FOG_SCALE_SGIX: GLenum = 0x000081FC
GL_FOG_SCALE_VALUE_SGIX: GLenum = 0x000081FD
GL_SGIX_fog_texture: GLenum = 1
GL_SGIX_fragment_lighting_space: GLenum = 1
GL_EYE_SPACE_SGIX: GLenum = 0x00008436
GL_TANGENT_SPACE_SGIX: GLenum = 0x00008437
GL_OBJECT_SPACE_SGIX: GLenum = 0x00008438
GL_FRAGMENT_LIGHT_SPACE_SGIX: GLenum = 0x0000843D
GL_SGIX_fragment_specular_lighting: GLenum = 1
GL_SGIX_fragments_instrument: GLenum = 1
GL_FRAGMENTS_INSTRUMENT_SGIX: GLenum = 0x00008313
GL_FRAGMENTS_INSTRUMENT_COUNTERS_SGIX: GLenum = 0x00008314
GL_FRAGMENTS_INSTRUMENT_MAX_SGIX: GLenum = 0x00008315
GL_SGIX_framezoom: GLenum = 1
GL_SGIX_icc_texture: GLenum = 1
GL_RGB_ICC_SGIX: GLenum = 0x00008460
GL_RGBA_ICC_SGIX: GLenum = 0x00008461
GL_ALPHA_ICC_SGIX: GLenum = 0x00008462
GL_LUMINANCE_ICC_SGIX: GLenum = 0x00008463
GL_INTENSITY_ICC_SGIX: GLenum = 0x00008464
GL_LUMINANCE_ALPHA_ICC_SGIX: GLenum = 0x00008465
GL_R5_G6_B5_ICC_SGIX: GLenum = 0x00008466
GL_R5_G6_B5_A8_ICC_SGIX: GLenum = 0x00008467
GL_ALPHA16_ICC_SGIX: GLenum = 0x00008468
GL_LUMINANCE16_ICC_SGIX: GLenum = 0x00008469
GL_INTENSITY16_ICC_SGIX: GLenum = 0x0000846A
GL_LUMINANCE16_ALPHA8_ICC_SGIX: GLenum = 0x0000846B
GL_SGIX_igloo_interface: GLenum = 1
GL_IGLOO_FULLSCREEN_SGIX: GLenum = 0x0000819E
GL_IGLOO_VIEWPORT_OFFSET_SGIX: GLenum = 0x0000819F
GL_IGLOO_SWAPTMESH_SGIX: GLenum = 0x000081A0
GL_IGLOO_COLORNORMAL_SGIX: GLenum = 0x000081A1
GL_IGLOO_IRISGL_MODE_SGIX: GLenum = 0x000081A2
GL_IGLOO_LMC_COLOR_SGIX: GLenum = 0x000081A3
GL_IGLOO_TMESHMODE_SGIX: GLenum = 0x000081A4
GL_LIGHT31: GLenum = 0x0000BEAD
GL_SGIX_image_compression: GLenum = 1
GL_SGIX_impact_pixel_texture: GLenum = 1
GL_SGIX_instrument_error: GLenum = 1
GL_SGIX_interlace: GLenum = 1
GL_INTERLACE_SGIX: GLenum = 0x00008094
GL_SGIX_ir_instrument1: GLenum = 1
GL_SGIX_line_quality_hint: GLenum = 1
GL_LINE_QUALITY_HINT_SGIX: GLenum = 0x0000835B
GL_SGIX_list_priority: GLenum = 1
GL_SGIX_mpeg1: GLenum = 1
GL_SGIX_mpeg2: GLenum = 1
GL_SGIX_nonlinear_lighting_pervertex: GLenum = 1
GL_SGIX_nurbs_eval: GLenum = 1
GL_MAP1_VERTEX_3_NURBS_SGIX: GLenum = 0x000081CB
GL_MAP1_VERTEX_4_NURBS_SGIX: GLenum = 0x000081CC
GL_MAP1_INDEX_NURBS_SGIX: GLenum = 0x000081CD
GL_MAP1_COLOR_4_NURBS_SGIX: GLenum = 0x000081CE
GL_MAP1_NORMAL_NURBS_SGIX: GLenum = 0x000081CF
GL_MAP1_TEXTURE_COORD_1_NURBS_SGIX: GLenum = 0x000081E0
GL_MAP1_TEXTURE_COORD_2_NURBS_SGIX: GLenum = 0x000081E1
GL_MAP1_TEXTURE_COORD_3_NURBS_SGIX: GLenum = 0x000081E2
GL_MAP1_TEXTURE_COORD_4_NURBS_SGIX: GLenum = 0x000081E3
GL_MAP2_VERTEX_3_NURBS_SGIX: GLenum = 0x000081E4
GL_MAP2_VERTEX_4_NURBS_SGIX: GLenum = 0x000081E5
GL_MAP2_INDEX_NURBS_SGIX: GLenum = 0x000081E6
GL_MAP2_COLOR_4_NURBS_SGIX: GLenum = 0x000081E7
GL_MAP2_NORMAL_NURBS_SGIX: GLenum = 0x000081E8
GL_MAP2_TEXTURE_COORD_1_NURBS_SGIX: GLenum = 0x000081E9
GL_MAP2_TEXTURE_COORD_2_NURBS_SGIX: GLenum = 0x000081EA
GL_MAP2_TEXTURE_COORD_3_NURBS_SGIX: GLenum = 0x000081EB
GL_MAP2_TEXTURE_COORD_4_NURBS_SGIX: GLenum = 0x000081EC
GL_NURBS_KNOT_COUNT_SGIX: GLenum = 0x000081ED
GL_NURBS_KNOT_VECTOR_SGIX: GLenum = 0x000081EE
GL_SGIX_occlusion_instrument: GLenum = 1
GL_OCCLUSION_INSTRUMENT_SGIX: GLenum = 0x00006060
GL_SGIX_packed_6bytes: GLenum = 1
GL_SGIX_pixel_texture: GLenum = 1
GL_SGIX_pixel_texture_bits: GLenum = 1
GL_SGIX_pixel_texture_lod: GLenum = 1
GL_SGIX_pixel_tiles: GLenum = 1
GL_SGIX_polynomial_ffd: GLenum = 1
GL_TEXTURE_DEFORMATION_BIT_SGIX: GLenum = 0x00000001
GL_GEOMETRY_DEFORMATION_BIT_SGIX: GLenum = 0x00000002
GL_SGIX_quad_mesh: GLenum = 1
GL_SGIX_reference_plane: GLenum = 1
GL_SGIX_resample: GLenum = 1
GL_PACK_RESAMPLE_SGIX: GLenum = 0x0000842E
GL_UNPACK_RESAMPLE_SGIX: GLenum = 0x0000842F
GL_RESAMPLE_DECIMATE_SGIX: GLenum = 0x00008430
GL_RESAMPLE_REPLICATE_SGIX: GLenum = 0x00008433
GL_RESAMPLE_ZERO_FILL_SGIX: GLenum = 0x00008434
GL_SGIX_scalebias_hint: GLenum = 1
GL_SCALEBIAS_HINT_SGIX: GLenum = 0x00008322
GL_SGIX_shadow: GLenum = 1
GL_TEXTURE_COMPARE_SGIX: GLenum = 0x0000819A
GL_TEXTURE_COMPARE_OPERATOR_SGIX: GLenum = 0x0000819B
GL_TEXTURE_LEQUAL_R_SGIX: GLenum = 0x0000819C
GL_TEXTURE_GEQUAL_R_SGIX: GLenum = 0x0000819D
GL_SGIX_shadow_ambient: GLenum = 1
GL_SHADOW_AMBIENT_SGIX: GLenum = 0x000080BF
GL_SGIX_slim: GLenum = 1
GL_PACK_MAX_COMPRESSED_SIZE_SGIX: GLenum = 0x0000831B
GL_SLIM8U_SGIX: GLenum = 0x0000831D
GL_SLIM10U_SGIX: GLenum = 0x0000831E
GL_SLIM12S_SGIX: GLenum = 0x0000831F
GL_SGIX_spotlight_cutoff: GLenum = 1
GL_SPOT_CUTOFF_DELTA_SGIX: GLenum = 0x00008193
GL_SGIX_sprite: GLenum = 1
GL_SGIX_subdiv_patch: GLenum = 1
GL_SGIX_subsample: GLenum = 1
GL_PACK_SUBSAMPLE_RATE_SGIX: GLenum = 0x000085A0
GL_UNPACK_SUBSAMPLE_RATE_SGIX: GLenum = 0x000085A1
GL_PIXEL_SUBSAMPLE_4444_SGIX: GLenum = 0x000085A2
GL_PIXEL_SUBSAMPLE_2424_SGIX: GLenum = 0x000085A3
GL_PIXEL_SUBSAMPLE_4242_SGIX: GLenum = 0x000085A4
GL_SGIX_tag_sample_buffer: GLenum = 1
GL_SGIX_texture_add_env: GLenum = 1
GL_SGIX_texture_coordinate_clamp: GLenum = 1
GL_TEXTURE_MAX_CLAMP_S_SGIX: GLenum = 0x00008369
GL_TEXTURE_MAX_CLAMP_T_SGIX: GLenum = 0x0000836A
GL_TEXTURE_MAX_CLAMP_R_SGIX: GLenum = 0x0000836B
GL_SGIX_texture_lod_bias: GLenum = 1
GL_SGIX_texture_mipmap_anisotropic: GLenum = 1
GL_TEXTURE_MIPMAP_ANISOTROPY_SGIX: GLenum = 0x0000832E
GL_MAX_MIPMAP_ANISOTROPY_SGIX: GLenum = 0x0000832F
GL_SGIX_texture_multi_buffer: GLenum = 1
GL_TEXTURE_MULTI_BUFFER_HINT_SGIX: GLenum = 0x0000812E
GL_SGIX_texture_phase: GLenum = 1
GL_PHASE_SGIX: GLenum = 0x0000832A
GL_SGIX_texture_range: GLenum = 1
GL_RGB_SIGNED_SGIX: GLenum = 0x000085E0
GL_RGBA_SIGNED_SGIX: GLenum = 0x000085E1
GL_ALPHA_SIGNED_SGIX: GLenum = 0x000085E2
GL_LUMINANCE_SIGNED_SGIX: GLenum = 0x000085E3
GL_INTENSITY_SIGNED_SGIX: GLenum = 0x000085E4
GL_LUMINANCE_ALPHA_SIGNED_SGIX: GLenum = 0x000085E5
GL_RGB16_SIGNED_SGIX: GLenum = 0x000085E6
GL_RGBA16_SIGNED_SGIX: GLenum = 0x000085E7
GL_ALPHA16_SIGNED_SGIX: GLenum = 0x000085E8
GL_LUMINANCE16_SIGNED_SGIX: GLenum = 0x000085E9
GL_INTENSITY16_SIGNED_SGIX: GLenum = 0x000085EA
GL_LUMINANCE16_ALPHA16_SIGNED_SGIX: GLenum = 0x000085EB
GL_RGB_EXTENDED_RANGE_SGIX: GLenum = 0x000085EC
GL_RGBA_EXTENDED_RANGE_SGIX: GLenum = 0x000085ED
GL_ALPHA_EXTENDED_RANGE_SGIX: GLenum = 0x000085EE
GL_LUMINANCE_EXTENDED_RANGE_SGIX: GLenum = 0x000085EF
GL_INTENSITY_EXTENDED_RANGE_SGIX: GLenum = 0x000085F0
GL_LUMINANCE_ALPHA_EXTENDED_RANGE_SGIX: GLenum = 0x000085F1
GL_RGB16_EXTENDED_RANGE_SGIX: GLenum = 0x000085F2
GL_RGBA16_EXTENDED_RANGE_SGIX: GLenum = 0x000085F3
GL_ALPHA16_EXTENDED_RANGE_SGIX: GLenum = 0x000085F4
GL_LUMINANCE16_EXTENDED_RANGE_SGIX: GLenum = 0x000085F5
GL_INTENSITY16_EXTENDED_RANGE_SGIX: GLenum = 0x000085F6
GL_LUMINANCE16_ALPHA16_EXTENDED_RANGE_SGIX: GLenum = 0x000085F7
GL_MIN_LUMINANCE_SGIS: GLenum = 0x000085F8
GL_MAX_LUMINANCE_SGIS: GLenum = 0x000085F9
GL_MIN_INTENSITY_SGIS: GLenum = 0x000085FA
GL_MAX_INTENSITY_SGIS: GLenum = 0x000085FB
GL_SGIX_texture_scale_bias: GLenum = 1
GL_POST_TEXTURE_FILTER_BIAS_SGIX: GLenum = 0x00008179
GL_POST_TEXTURE_FILTER_SCALE_SGIX: GLenum = 0x0000817A
GL_POST_TEXTURE_FILTER_BIAS_RANGE_SGIX: GLenum = 0x0000817B
GL_POST_TEXTURE_FILTER_SCALE_RANGE_SGIX: GLenum = 0x0000817C
GL_SGIX_texture_supersample: GLenum = 1
GL_SGIX_vector_ops: GLenum = 1
GL_SGIX_vertex_array_object: GLenum = 1
GL_SGIX_vertex_preclip: GLenum = 1
GL_VERTEX_PRECLIP_SGIX: GLenum = 0x000083EE
GL_VERTEX_PRECLIP_HINT_SGIX: GLenum = 0x000083EF
GL_SGIX_vertex_preclip_hint: GLenum = 1
GL_SGIX_ycrcb: GLenum = 1
GL_SGIX_ycrcb_subsample: GLenum = 1
GL_SGIX_ycrcba: GLenum = 1
GL_YCRCB_SGIX: GLenum = 0x00008318
GL_YCRCBA_SGIX: GLenum = 0x00008319
GL_SGI_color_matrix: GLenum = 1
GL_COLOR_MATRIX_SGI: GLenum = 0x000080B1
GL_COLOR_MATRIX_STACK_DEPTH_SGI: GLenum = 0x000080B2
GL_MAX_COLOR_MATRIX_STACK_DEPTH_SGI: GLenum = 0x000080B3
GL_POST_COLOR_MATRIX_RED_SCALE_SGI: GLenum = 0x000080B4
GL_POST_COLOR_MATRIX_GREEN_SCALE_SGI: GLenum = 0x000080B5
GL_POST_COLOR_MATRIX_BLUE_SCALE_SGI: GLenum = 0x000080B6
GL_POST_COLOR_MATRIX_ALPHA_SCALE_SGI: GLenum = 0x000080B7
GL_POST_COLOR_MATRIX_RED_BIAS_SGI: GLenum = 0x000080B8
GL_POST_COLOR_MATRIX_GREEN_BIAS_SGI: GLenum = 0x000080B9
GL_POST_COLOR_MATRIX_BLUE_BIAS_SGI: GLenum = 0x000080BA
GL_POST_COLOR_MATRIX_ALPHA_BIAS_SGI: GLenum = 0x000080BB
GL_SGI_color_table: GLenum = 1
GL_COLOR_TABLE_SGI: GLenum = 0x000080D0
GL_POST_CONVOLUTION_COLOR_TABLE_SGI: GLenum = 0x000080D1
GL_POST_COLOR_MATRIX_COLOR_TABLE_SGI: GLenum = 0x000080D2
GL_PROXY_COLOR_TABLE_SGI: GLenum = 0x000080D3
GL_PROXY_POST_CONVOLUTION_COLOR_TABLE_SGI: GLenum = 0x000080D4
GL_PROXY_POST_COLOR_MATRIX_COLOR_TABLE_SGI: GLenum = 0x000080D5
GL_COLOR_TABLE_SCALE_SGI: GLenum = 0x000080D6
GL_COLOR_TABLE_BIAS_SGI: GLenum = 0x000080D7
GL_COLOR_TABLE_FORMAT_SGI: GLenum = 0x000080D8
GL_COLOR_TABLE_WIDTH_SGI: GLenum = 0x000080D9
GL_COLOR_TABLE_RED_SIZE_SGI: GLenum = 0x000080DA
GL_COLOR_TABLE_GREEN_SIZE_SGI: GLenum = 0x000080DB
GL_COLOR_TABLE_BLUE_SIZE_SGI: GLenum = 0x000080DC
GL_COLOR_TABLE_ALPHA_SIZE_SGI: GLenum = 0x000080DD
GL_COLOR_TABLE_LUMINANCE_SIZE_SGI: GLenum = 0x000080DE
GL_COLOR_TABLE_INTENSITY_SIZE_SGI: GLenum = 0x000080DF
GL_SGI_complex: GLenum = 1
GL_SGI_complex_type: GLenum = 1
GL_COMPLEX_UNSIGNED_BYTE_SGI: GLenum = 0x000081BD
GL_COMPLEX_BYTE_SGI: GLenum = 0x000081BE
GL_COMPLEX_UNSIGNED_SHORT_SGI: GLenum = 0x000081BF
GL_COMPLEX_SHORT_SGI: GLenum = 0x000081C0
GL_COMPLEX_UNSIGNED_INT_SGI: GLenum = 0x000081C1
GL_COMPLEX_INT_SGI: GLenum = 0x000081C2
GL_COMPLEX_FLOAT_SGI: GLenum = 0x000081C3
GL_SGI_fft: GLenum = 1
GL_PIXEL_TRANSFORM_OPERATOR_SGI: GLenum = 0x000081C4
GL_CONVOLUTION_SGI: GLenum = 0x000081C5
GL_FFT_1D_SGI: GLenum = 0x000081C6
GL_PIXEL_TRANSFORM_SGI: GLenum = 0x000081C7
GL_MAX_FFT_WIDTH_SGI: GLenum = 0x000081C8
GL_SGI_texture_color_table: GLenum = 1
GL_TEXTURE_COLOR_TABLE_SGI: GLenum = 0x000080BC
GL_PROXY_TEXTURE_COLOR_TABLE_SGI: GLenum = 0x000080BD
GL_SUNX_ant_data: GLenum = 1
GL_UNPACK_CONSTANT_DATA_SUNX: GLenum = 0x000081D5
GL_TEXTURE_CONSTANT_DATA_SUNX: GLenum = 0x000081D6
GL_SUN_convolution_border_modes: GLenum = 1
GL_WRAP_BORDER_SUN: GLenum = 0x000081D4
GL_SUN_global_alpha: GLenum = 1
GL_GLOBAL_ALPHA_SUN: GLenum = 0x000081D9
GL_GLOBAL_ALPHA_FACTOR_SUN: GLenum = 0x000081DA
GL_SUN_mesh_array: GLenum = 1
GL_QUAD_MESH_SUN: GLenum = 0x00008614
GL_TRIANGLE_MESH_SUN: GLenum = 0x00008615
GL_SUN_read_video_pixels: GLenum = 1
GL_SUN_slice_accum: GLenum = 1
GL_SLICE_ACCUM_SUN: GLenum = 0x000085CC
GL_SUN_triangle_list: GLenum = 1
GL_RESTART_SUN: GLenum = 0x00000001
GL_REPLACE_MIDDLE_SUN: GLenum = 0x00000002
GL_REPLACE_OLDEST_SUN: GLenum = 0x00000003
GL_TRIANGLE_LIST_SUN: GLenum = 0x000081D7
GL_REPLACEMENT_CODE_SUN: GLenum = 0x000081D8
GL_REPLACEMENT_CODE_ARRAY_SUN: GLenum = 0x000085C0
GL_REPLACEMENT_CODE_ARRAY_TYPE_SUN: GLenum = 0x000085C1
GL_REPLACEMENT_CODE_ARRAY_STRIDE_SUN: GLenum = 0x000085C2
GL_REPLACEMENT_CODE_ARRAY_POINTER_SUN: GLenum = 0x000085C3
GL_R1UI_V3F_SUN: GLenum = 0x000085C4
GL_R1UI_C4UB_V3F_SUN: GLenum = 0x000085C5
GL_R1UI_C3F_V3F_SUN: GLenum = 0x000085C6
GL_R1UI_N3F_V3F_SUN: GLenum = 0x000085C7
GL_R1UI_C4F_N3F_V3F_SUN: GLenum = 0x000085C8
GL_R1UI_T2F_V3F_SUN: GLenum = 0x000085C9
GL_R1UI_T2F_N3F_V3F_SUN: GLenum = 0x000085CA
GL_R1UI_T2F_C4F_N3F_V3F_SUN: GLenum = 0x000085CB
GL_SUN_vertex: GLenum = 1
GL_WIN_phong_shading: GLenum = 1
GL_PHONG_WIN: GLenum = 0x000080EA
GL_PHONG_HINT_WIN: GLenum = 0x000080EB
GL_WIN_scene_markerXXX: GLenum = 1
GL_WIN_specular_fog: GLenum = 1
GL_FOG_SPECULAR_TEXTURE_WIN: GLenum = 0x000080EC
GL_WIN_swap_hint: GLenum = 1
GLEW_OK: GLenum = 0
GLEW_NO_ERROR: GLenum = 0
GLEW_VERSION: GLenum = 1
GLEW_VERSION_MAJOR: GLenum = 2
GLEW_VERSION_MINOR: GLenum = 3
GLEW_VERSION_MICRO: GLenum = 4
GL_FOG_COORD_ARRAY_BUFFER_BINDING: uint32 = 0x0000889D
GL_BLEND_EQUATION_RGB: uint32 = 0x00008009
GL_COMPARE_REF_TO_TEXTURE: uint32 = 0x0000884E

Procs

proc init(): uint32 {.
cdecl, header: "<glew.h>", importc: "glewInit"
.}
proc accum(op: GLenum; value: float32): void {.
cdecl, header: "<glew.h>", importc: "glAccum"
.}
proc alphaFunc(fun: GLenum; reff: float32): void {.
cdecl, header: "<glew.h>", importc: "glAlphaFunc"
.}
proc areTexturesResident(n: int32; textures: ptr uint32; residences: ptr bool): bool {.
cdecl, header: "<glew.h>", importc: "glAreTexturesResident"
.}
proc arrayElement(i: int32): void {.
cdecl, header: "<glew.h>", importc: "glArrayElement"
.}
proc begin(mode: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glBegin"
.}
proc bindTexture(target: GLenum; texture: uint32): void {.
cdecl, header: "<glew.h>", importc: "glBindTexture"
.}
proc bitmap(width: int32; height: int32; xorig: float32; yorig: float32; xmove: float32;
           ymove: float32; bitmap: ptr uint8): void {.
cdecl, header: "<glew.h>", importc: "glBitmap"
.}
proc blendFunc(sfactor: GLenum; dfactor: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glBlendFunc"
.}
proc callList(list: uint32): void {.
cdecl, header: "<glew.h>", importc: "glCallList"
.}
proc callLists(n: int32; tipe: GLenum; lists: pointer): void {.
cdecl, header: "<glew.h>", importc: "glCallLists"
.}
proc clear(mask: uint32): void {.
cdecl, header: "<glew.h>", importc: "glClear"
.}
proc clearAccum(red: float32; green: float32; blue: float32; alpha: float32): void {.
cdecl, header: "<glew.h>", importc: "glClearAccum"
.}
proc clearColor(red: float32; green: float32; blue: float32; alpha: float32): void {.
cdecl, header: "<glew.h>", importc: "glClearColor"
.}
proc clearDepth(depth: float64): void {.
cdecl, header: "<glew.h>", importc: "glClearDepth"
.}
proc clearIndex(c: float32): void {.
cdecl, header: "<glew.h>", importc: "glClearIndex"
.}
proc clearStencil(s: int32): void {.
cdecl, header: "<glew.h>", importc: "glClearStencil"
.}
proc clipPlane(plane: GLenum; equation: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glClipPlane"
.}
proc color3b(red: int8; green: int8; blue: int8): void {.
cdecl, header: "<glew.h>", importc: "glColor3b"
.}
proc color3bv(v: ptr int8): void {.
cdecl, header: "<glew.h>", importc: "glColor3bv"
.}
proc color3d(red: float64; green: float64; blue: float64): void {.
cdecl, header: "<glew.h>", importc: "glColor3d"
.}
proc color3dv(v: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glColor3dv"
.}
proc color3f(red: float32; green: float32; blue: float32): void {.
cdecl, header: "<glew.h>", importc: "glColor3f"
.}
proc color3fv(v: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glColor3fv"
.}
proc color3i(red: int32; green: int32; blue: int32): void {.
cdecl, header: "<glew.h>", importc: "glColor3i"
.}
proc color3iv(v: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glColor3iv"
.}
proc color3s(red: int16; green: int16; blue: int16): void {.
cdecl, header: "<glew.h>", importc: "glColor3s"
.}
proc color3sv(v: ptr int16): void {.
cdecl, header: "<glew.h>", importc: "glColor3sv"
.}
proc color3ub(red: uint8; green: uint8; blue: uint8): void {.
cdecl, header: "<glew.h>", importc: "glColor3ub"
.}
proc color3ubv(v: ptr uint8): void {.
cdecl, header: "<glew.h>", importc: "glColor3ubv"
.}
proc color3ui(red: uint32; green: uint32; blue: uint32): void {.
cdecl, header: "<glew.h>", importc: "glColor3ui"
.}
proc color3uiv(v: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glColor3uiv"
.}
proc color3us(red: uint16; green: uint16; blue: uint16): void {.
cdecl, header: "<glew.h>", importc: "glColor3us"
.}
proc color3usv(v: ptr uint16): void {.
cdecl, header: "<glew.h>", importc: "glColor3usv"
.}
proc color4b(red: int8; green: int8; blue: int8; alpha: int8): void {.
cdecl, header: "<glew.h>", importc: "glColor4b"
.}
proc color4bv(v: ptr int8): void {.
cdecl, header: "<glew.h>", importc: "glColor4bv"
.}
proc color4d(red: float64; green: float64; blue: float64; alpha: float64): void {.
cdecl, header: "<glew.h>", importc: "glColor4d"
.}
proc color4dv(v: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glColor4dv"
.}
proc color4f(red: float32; green: float32; blue: float32; alpha: float32): void {.
cdecl, header: "<glew.h>", importc: "glColor4f"
.}
proc color4fv(v: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glColor4fv"
.}
proc color4i(red: int32; green: int32; blue: int32; alpha: int32): void {.
cdecl, header: "<glew.h>", importc: "glColor4i"
.}
proc color4iv(v: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glColor4iv"
.}
proc color4s(red: int16; green: int16; blue: int16; alpha: int16): void {.
cdecl, header: "<glew.h>", importc: "glColor4s"
.}
proc color4sv(v: ptr int16): void {.
cdecl, header: "<glew.h>", importc: "glColor4sv"
.}
proc color4ub(red: uint8; green: uint8; blue: uint8; alpha: uint8): void {.
cdecl, header: "<glew.h>", importc: "glColor4ub"
.}
proc color4ubv(v: ptr uint8): void {.
cdecl, header: "<glew.h>", importc: "glColor4ubv"
.}
proc color4ui(red: uint32; green: uint32; blue: uint32; alpha: uint32): void {.
cdecl, header: "<glew.h>", importc: "glColor4ui"
.}
proc color4uiv(v: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glColor4uiv"
.}
proc color4us(red: uint16; green: uint16; blue: uint16; alpha: uint16): void {.
cdecl, header: "<glew.h>", importc: "glColor4us"
.}
proc color4usv(v: ptr uint16): void {.
cdecl, header: "<glew.h>", importc: "glColor4usv"
.}
proc colorMask(red: bool; green: bool; blue: bool; alpha: bool): void {.
cdecl, header: "<glew.h>", importc: "glColorMask"
.}
proc colorMaterial(face: GLenum; mode: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glColorMaterial"
.}
proc colorPointer(size: int32; tipe: GLenum; stride: int32; poynter: pointer): void {.
cdecl, header: "<glew.h>", importc: "glColorPointer"
.}
proc copyPixels(x: int32; y: int32; width: int32; height: int32; tipe: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glCopyPixels"
.}
proc copyTexImage1D(target: GLenum; level: int32; internalFormat: GLenum; x: int32;
                   y: int32; width: int32; border: int32): void {.
cdecl, header: "<glew.h>", importc: "glCopyTexImage1D"
.}
proc copyTexImage2D(target: GLenum; level: int32; internalFormat: GLenum; x: int32;
                   y: int32; width: int32; height: int32; border: int32): void {.
cdecl, header: "<glew.h>", importc: "glCopyTexImage2D"
.}
proc copyTexSubImage1D(target: GLenum; level: int32; xoffset: int32; x: int32; y: int32;
                      width: int32): void {.
cdecl, header: "<glew.h>", importc: "glCopyTexSubImage1D"
.}
proc copyTexSubImage2D(target: GLenum; level: int32; xoffset: int32; yoffset: int32;
                      x: int32; y: int32; width: int32; height: int32): void {.
cdecl, header: "<glew.h>", importc: "glCopyTexSubImage2D"
.}
proc cullFace(mode: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glCullFace"
.}
proc deleteLists(list: uint32; rangee: int32): void {.
cdecl, header: "<glew.h>", importc: "glDeleteLists"
.}
proc deleteTextures(n: int32; textures: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glDeleteTextures"
.}
proc depthFunc(fun: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glDepthFunc"
.}
proc depthMask(flag: bool): void {.
cdecl, header: "<glew.h>", importc: "glDepthMask"
.}
proc depthRange(zNear: float64; zFar: float64): void {.
cdecl, header: "<glew.h>", importc: "glDepthRange"
.}
proc disable(cap: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glDisable"
.}
proc disableClientState(arrai: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glDisableClientState"
.}
proc drawArrays(mode: GLenum; first: int32; count: int32): void {.
cdecl, header: "<glew.h>", importc: "glDrawArrays"
.}
proc drawBuffer(mode: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glDrawBuffer"
.}
proc drawElements(mode: GLenum; count: int32; tipe: GLenum; indices: pointer): void {.
cdecl, header: "<glew.h>", importc: "glDrawElements"
.}
proc drawPixels(width: int32; height: int32; format: GLenum; tipe: GLenum;
               pixels: pointer): void {.
cdecl, header: "<glew.h>", importc: "glDrawPixels"
.}
proc edgeFlag(flag: bool): void {.
cdecl, header: "<glew.h>", importc: "glEdgeFlag"
.}
proc edgeFlagPointer(stride: int32; poynter: pointer): void {.
cdecl, header: "<glew.h>", importc: "glEdgeFlagPointer"
.}
proc edgeFlagv(flag: ptr bool): void {.
cdecl, header: "<glew.h>", importc: "glEdgeFlagv"
.}
proc enable(cap: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glEnable"
.}
proc enableClientState(arrai: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glEnableClientState"
.}
proc glEnd(): void {.
cdecl, header: "<glew.h>"
.}
proc endList(): void {.
cdecl, header: "<glew.h>", importc: "glEndList"
.}
proc evalCoord1d(u: float64): void {.
cdecl, header: "<glew.h>", importc: "glEvalCoord1d"
.}
proc evalCoord1dv(u: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glEvalCoord1dv"
.}
proc evalCoord1f(u: float32): void {.
cdecl, header: "<glew.h>", importc: "glEvalCoord1f"
.}
proc evalCoord1fv(u: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glEvalCoord1fv"
.}
proc evalCoord2d(u: float64; v: float64): void {.
cdecl, header: "<glew.h>", importc: "glEvalCoord2d"
.}
proc evalCoord2dv(u: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glEvalCoord2dv"
.}
proc evalCoord2f(u: float32; v: float32): void {.
cdecl, header: "<glew.h>", importc: "glEvalCoord2f"
.}
proc evalCoord2fv(u: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glEvalCoord2fv"
.}
proc evalMesh1(mode: GLenum; i1: int32; i2: int32): void {.
cdecl, header: "<glew.h>", importc: "glEvalMesh1"
.}
proc evalMesh2(mode: GLenum; i1: int32; i2: int32; j1: int32; j2: int32): void {.
cdecl, header: "<glew.h>", importc: "glEvalMesh2"
.}
proc evalPoint1(i: int32): void {.
cdecl, header: "<glew.h>", importc: "glEvalPoint1"
.}
proc evalPoint2(i: int32; j: int32): void {.
cdecl, header: "<glew.h>", importc: "glEvalPoint2"
.}
proc feedbackBuffer(size: int32; tipe: GLenum; buffer: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glFeedbackBuffer"
.}
proc finish(): void {.
cdecl, header: "<glew.h>", importc: "glFinish"
.}
proc flush(): void {.
cdecl, header: "<glew.h>", importc: "glFlush"
.}
proc fogf(pname: GLenum; param: float32): void {.
cdecl, header: "<glew.h>", importc: "glFogf"
.}
proc fogfv(pname: GLenum; params: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glFogfv"
.}
proc fogi(pname: GLenum; param: int32): void {.
cdecl, header: "<glew.h>", importc: "glFogi"
.}
proc fogiv(pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glFogiv"
.}
proc frontFace(mode: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glFrontFace"
.}
proc frustum(left: float64; right: float64; bottom: float64; top: float64;
            zNear: float64; zFar: float64): void {.
cdecl, header: "<glew.h>", importc: "glFrustum"
.}
proc genLists(rangee: int32): uint32 {.
cdecl, header: "<glew.h>", importc: "glGenLists"
.}
proc genTextures(n: int32; textures: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glGenTextures"
.}
proc getBooleanv(pname: GLenum; params: ptr bool): void {.
cdecl, header: "<glew.h>", importc: "glGetBooleanv"
.}
proc getClipPlane(plane: GLenum; equation: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glGetClipPlane"
.}
proc getDoublev(pname: GLenum; params: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glGetDoublev"
.}
proc getError(): GLenum {.
cdecl, header: "<glew.h>", importc: "glGetError"
.}
proc getFloatv(pname: GLenum; params: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glGetFloatv"
.}
proc getIntegerv(pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetIntegerv"
.}
proc getLightfv(light: GLenum; pname: GLenum; params: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glGetLightfv"
.}
proc getLightiv(light: GLenum; pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetLightiv"
.}
proc getMapdv(target: GLenum; query: GLenum; v: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glGetMapdv"
.}
proc getMapfv(target: GLenum; query: GLenum; v: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glGetMapfv"
.}
proc getMapiv(target: GLenum; query: GLenum; v: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetMapiv"
.}
proc getMaterialfv(face: GLenum; pname: GLenum; params: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glGetMaterialfv"
.}
proc getMaterialiv(face: GLenum; pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetMaterialiv"
.}
proc getPixelMapfv(map: GLenum; values: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glGetPixelMapfv"
.}
proc getPixelMapuiv(map: GLenum; values: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glGetPixelMapuiv"
.}
proc getPixelMapusv(map: GLenum; values: ptr uint16): void {.
cdecl, header: "<glew.h>", importc: "glGetPixelMapusv"
.}
proc getPointerv(pname: GLenum; params: ptr void): void {.
cdecl, header: "<glew.h>", importc: "glGetPointerv"
.}
proc getPolygonStipple(mask: ptr uint8): void {.
cdecl, header: "<glew.h>", importc: "glGetPolygonStipple"
.}
proc getString(name: GLenum): ptr uint8 {.
cdecl, header: "<glew.h>", importc: "glGetString"
.}
proc getTexEnvfv(target: GLenum; pname: GLenum; params: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glGetTexEnvfv"
.}
proc getTexEnviv(target: GLenum; pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetTexEnviv"
.}
proc getTexGendv(coord: GLenum; pname: GLenum; params: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glGetTexGendv"
.}
proc getTexGenfv(coord: GLenum; pname: GLenum; params: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glGetTexGenfv"
.}
proc getTexGeniv(coord: GLenum; pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetTexGeniv"
.}
proc getTexImage(target: GLenum; level: int32; format: GLenum; tipe: GLenum;
                pixels: pointer): void {.
cdecl, header: "<glew.h>", importc: "glGetTexImage"
.}
proc getTexLevelParameterfv(target: GLenum; level: int32; pname: GLenum;
                           params: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glGetTexLevelParameterfv"
.}
proc getTexLevelParameteriv(target: GLenum; level: int32; pname: GLenum;
                           params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetTexLevelParameteriv"
.}
proc getTexParameterfv(target: GLenum; pname: GLenum; params: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glGetTexParameterfv"
.}
proc getTexParameteriv(target: GLenum; pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetTexParameteriv"
.}
proc hint(target: GLenum; mode: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glHint"
.}
proc indexMask(mask: uint32): void {.
cdecl, header: "<glew.h>", importc: "glIndexMask"
.}
proc indexPointer(tipe: GLenum; stride: int32; poynter: pointer): void {.
cdecl, header: "<glew.h>", importc: "glIndexPointer"
.}
proc indexd(c: float64): void {.
cdecl, header: "<glew.h>", importc: "glIndexd"
.}
proc indexdv(c: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glIndexdv"
.}
proc indexf(c: float32): void {.
cdecl, header: "<glew.h>", importc: "glIndexf"
.}
proc indexfv(c: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glIndexfv"
.}
proc indexi(c: int32): void {.
cdecl, header: "<glew.h>", importc: "glIndexi"
.}
proc indexiv(c: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glIndexiv"
.}
proc indexs(c: int16): void {.
cdecl, header: "<glew.h>", importc: "glIndexs"
.}
proc indexsv(c: ptr int16): void {.
cdecl, header: "<glew.h>", importc: "glIndexsv"
.}
proc indexub(c: uint8): void {.
cdecl, header: "<glew.h>", importc: "glIndexub"
.}
proc indexubv(c: ptr uint8): void {.
cdecl, header: "<glew.h>", importc: "glIndexubv"
.}
proc initNames(): void {.
cdecl, header: "<glew.h>", importc: "glInitNames"
.}
proc interleavedArrays(format: GLenum; stride: int32; poynter: pointer): void {.
cdecl, header: "<glew.h>", importc: "glInterleavedArrays"
.}
proc isEnabled(cap: GLenum): bool {.
cdecl, header: "<glew.h>", importc: "glIsEnabled"
.}
proc isList(list: uint32): bool {.
cdecl, header: "<glew.h>", importc: "glIsList"
.}
proc isTexture(texture: uint32): bool {.
cdecl, header: "<glew.h>", importc: "glIsTexture"
.}
proc lightModelf(pname: GLenum; param: float32): void {.
cdecl, header: "<glew.h>", importc: "glLightModelf"
.}
proc lightModelfv(pname: GLenum; params: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glLightModelfv"
.}
proc lightModeli(pname: GLenum; param: int32): void {.
cdecl, header: "<glew.h>", importc: "glLightModeli"
.}
proc lightModeliv(pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glLightModeliv"
.}
proc lightf(light: GLenum; pname: GLenum; param: float32): void {.
cdecl, header: "<glew.h>", importc: "glLightf"
.}
proc lightfv(light: GLenum; pname: GLenum; params: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glLightfv"
.}
proc lighti(light: GLenum; pname: GLenum; param: int32): void {.
cdecl, header: "<glew.h>", importc: "glLighti"
.}
proc lightiv(light: GLenum; pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glLightiv"
.}
proc lineStipple(factor: int32; pattern: uint16): void {.
cdecl, header: "<glew.h>", importc: "glLineStipple"
.}
proc lineWidth(width: float32): void {.
cdecl, header: "<glew.h>", importc: "glLineWidth"
.}
proc listBase(base: uint32): void {.
cdecl, header: "<glew.h>", importc: "glListBase"
.}
proc loadIdentity(): void {.
cdecl, header: "<glew.h>", importc: "glLoadIdentity"
.}
proc loadMatrixd(m: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glLoadMatrixd"
.}
proc loadMatrixf(m: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glLoadMatrixf"
.}
proc loadName(name: uint32): void {.
cdecl, header: "<glew.h>", importc: "glLoadName"
.}
proc logicOp(opcode: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glLogicOp"
.}
proc map1d(target: GLenum; u1: float64; u2: float64; stride: int32; order: int32;
          points: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glMap1d"
.}
proc map1f(target: GLenum; u1: float32; u2: float32; stride: int32; order: int32;
          points: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glMap1f"
.}
proc map2d(target: GLenum; u1: float64; u2: float64; ustride: int32; uorder: int32;
          v1: float64; v2: float64; vstride: int32; vorder: int32; points: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glMap2d"
.}
proc map2f(target: GLenum; u1: float32; u2: float32; ustride: int32; uorder: int32;
          v1: float32; v2: float32; vstride: int32; vorder: int32; points: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glMap2f"
.}
proc mapGrid1d(un: int32; u1: float64; u2: float64): void {.
cdecl, header: "<glew.h>", importc: "glMapGrid1d"
.}
proc mapGrid1f(un: int32; u1: float32; u2: float32): void {.
cdecl, header: "<glew.h>", importc: "glMapGrid1f"
.}
proc mapGrid2d(un: int32; u1: float64; u2: float64; vn: int32; v1: float64; v2: float64): void {.
cdecl, header: "<glew.h>", importc: "glMapGrid2d"
.}
proc mapGrid2f(un: int32; u1: float32; u2: float32; vn: int32; v1: float32; v2: float32): void {.
cdecl, header: "<glew.h>", importc: "glMapGrid2f"
.}
proc materialf(face: GLenum; pname: GLenum; param: float32): void {.
cdecl, header: "<glew.h>", importc: "glMaterialf"
.}
proc materialfv(face: GLenum; pname: GLenum; params: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glMaterialfv"
.}
proc materiali(face: GLenum; pname: GLenum; param: int32): void {.
cdecl, header: "<glew.h>", importc: "glMateriali"
.}
proc materialiv(face: GLenum; pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glMaterialiv"
.}
proc matrixMode(mode: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glMatrixMode"
.}
proc multMatrixd(m: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glMultMatrixd"
.}
proc multMatrixf(m: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glMultMatrixf"
.}
proc newList(list: uint32; mode: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glNewList"
.}
proc normal3b(nx: int8; ny: int8; nz: int8): void {.
cdecl, header: "<glew.h>", importc: "glNormal3b"
.}
proc normal3bv(v: ptr int8): void {.
cdecl, header: "<glew.h>", importc: "glNormal3bv"
.}
proc normal3d(nx: float64; ny: float64; nz: float64): void {.
cdecl, header: "<glew.h>", importc: "glNormal3d"
.}
proc normal3dv(v: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glNormal3dv"
.}
proc normal3f(nx: float32; ny: float32; nz: float32): void {.
cdecl, header: "<glew.h>", importc: "glNormal3f"
.}
proc normal3fv(v: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glNormal3fv"
.}
proc normal3i(nx: int32; ny: int32; nz: int32): void {.
cdecl, header: "<glew.h>", importc: "glNormal3i"
.}
proc normal3iv(v: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glNormal3iv"
.}
proc normal3s(nx: int16; ny: int16; nz: int16): void {.
cdecl, header: "<glew.h>", importc: "glNormal3s"
.}
proc normal3sv(v: ptr int16): void {.
cdecl, header: "<glew.h>", importc: "glNormal3sv"
.}
proc normalPointer(tipe: GLenum; stride: int32; poynter: pointer): void {.
cdecl, header: "<glew.h>", importc: "glNormalPointer"
.}
proc ortho(left: float64; right: float64; bottom: float64; top: float64; zNear: float64;
          zFar: float64): void {.
cdecl, header: "<glew.h>", importc: "glOrtho"
.}
proc passThrough(token: float32): void {.
cdecl, header: "<glew.h>", importc: "glPassThrough"
.}
proc pixelMapfv(map: GLenum; mapsize: int32; values: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glPixelMapfv"
.}
proc pixelMapuiv(map: GLenum; mapsize: int32; values: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glPixelMapuiv"
.}
proc pixelMapusv(map: GLenum; mapsize: int32; values: ptr uint16): void {.
cdecl, header: "<glew.h>", importc: "glPixelMapusv"
.}
proc pixelStoref(pname: GLenum; param: float32): void {.
cdecl, header: "<glew.h>", importc: "glPixelStoref"
.}
proc pixelStorei(pname: GLenum; param: int32): void {.
cdecl, header: "<glew.h>", importc: "glPixelStorei"
.}
proc pixelTransferf(pname: GLenum; param: float32): void {.
cdecl, header: "<glew.h>", importc: "glPixelTransferf"
.}
proc pixelTransferi(pname: GLenum; param: int32): void {.
cdecl, header: "<glew.h>", importc: "glPixelTransferi"
.}
proc pixelZoom(xfactor: float32; yfactor: float32): void {.
cdecl, header: "<glew.h>", importc: "glPixelZoom"
.}
proc pointSize(size: float32): void {.
cdecl, header: "<glew.h>", importc: "glPointSize"
.}
proc polygonMode(face: GLenum; mode: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glPolygonMode"
.}
proc polygonOffset(factor: float32; units: float32): void {.
cdecl, header: "<glew.h>", importc: "glPolygonOffset"
.}
proc polygonStipple(mask: ptr uint8): void {.
cdecl, header: "<glew.h>", importc: "glPolygonStipple"
.}
proc popAttrib(): void {.
cdecl, header: "<glew.h>", importc: "glPopAttrib"
.}
proc popClientAttrib(): void {.
cdecl, header: "<glew.h>", importc: "glPopClientAttrib"
.}
proc popMatrix(): void {.
cdecl, header: "<glew.h>", importc: "glPopMatrix"
.}
proc popName(): void {.
cdecl, header: "<glew.h>", importc: "glPopName"
.}
proc prioritizeTextures(n: int32; textures: ptr uint32; priorities: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glPrioritizeTextures"
.}
proc pushAttrib(mask: uint32): void {.
cdecl, header: "<glew.h>", importc: "glPushAttrib"
.}
proc pushClientAttrib(mask: uint32): void {.
cdecl, header: "<glew.h>", importc: "glPushClientAttrib"
.}
proc pushMatrix(): void {.
cdecl, header: "<glew.h>", importc: "glPushMatrix"
.}
proc pushName(name: uint32): void {.
cdecl, header: "<glew.h>", importc: "glPushName"
.}
proc rasterPos2d(x: float64; y: float64): void {.
cdecl, header: "<glew.h>", importc: "glRasterPos2d"
.}
proc rasterPos2dv(v: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glRasterPos2dv"
.}
proc rasterPos2f(x: float32; y: float32): void {.
cdecl, header: "<glew.h>", importc: "glRasterPos2f"
.}
proc rasterPos2fv(v: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glRasterPos2fv"
.}
proc rasterPos2i(x: int32; y: int32): void {.
cdecl, header: "<glew.h>", importc: "glRasterPos2i"
.}
proc rasterPos2iv(v: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glRasterPos2iv"
.}
proc rasterPos2s(x: int16; y: int16): void {.
cdecl, header: "<glew.h>", importc: "glRasterPos2s"
.}
proc rasterPos2sv(v: ptr int16): void {.
cdecl, header: "<glew.h>", importc: "glRasterPos2sv"
.}
proc rasterPos3d(x: float64; y: float64; z: float64): void {.
cdecl, header: "<glew.h>", importc: "glRasterPos3d"
.}
proc rasterPos3dv(v: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glRasterPos3dv"
.}
proc rasterPos3f(x: float32; y: float32; z: float32): void {.
cdecl, header: "<glew.h>", importc: "glRasterPos3f"
.}
proc rasterPos3fv(v: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glRasterPos3fv"
.}
proc rasterPos3i(x: int32; y: int32; z: int32): void {.
cdecl, header: "<glew.h>", importc: "glRasterPos3i"
.}
proc rasterPos3iv(v: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glRasterPos3iv"
.}
proc rasterPos3s(x: int16; y: int16; z: int16): void {.
cdecl, header: "<glew.h>", importc: "glRasterPos3s"
.}
proc rasterPos3sv(v: ptr int16): void {.
cdecl, header: "<glew.h>", importc: "glRasterPos3sv"
.}
proc rasterPos4d(x: float64; y: float64; z: float64; w: float64): void {.
cdecl, header: "<glew.h>", importc: "glRasterPos4d"
.}
proc rasterPos4dv(v: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glRasterPos4dv"
.}
proc rasterPos4f(x: float32; y: float32; z: float32; w: float32): void {.
cdecl, header: "<glew.h>", importc: "glRasterPos4f"
.}
proc rasterPos4fv(v: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glRasterPos4fv"
.}
proc rasterPos4i(x: int32; y: int32; z: int32; w: int32): void {.
cdecl, header: "<glew.h>", importc: "glRasterPos4i"
.}
proc rasterPos4iv(v: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glRasterPos4iv"
.}
proc rasterPos4s(x: int16; y: int16; z: int16; w: int16): void {.
cdecl, header: "<glew.h>", importc: "glRasterPos4s"
.}
proc rasterPos4sv(v: ptr int16): void {.
cdecl, header: "<glew.h>", importc: "glRasterPos4sv"
.}
proc readBuffer(mode: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glReadBuffer"
.}
proc readPixels(x: int32; y: int32; width: int32; height: int32; format: GLenum;
               tipe: GLenum; pixels: pointer): void {.
cdecl, header: "<glew.h>", importc: "glReadPixels"
.}
proc rectd(x1: float64; y1: float64; x2: float64; y2: float64): void {.
cdecl, header: "<glew.h>", importc: "glRectd"
.}
proc rectdv(v1: ptr float64; v2: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glRectdv"
.}
proc rectf(x1: float32; y1: float32; x2: float32; y2: float32): void {.
cdecl, header: "<glew.h>", importc: "glRectf"
.}
proc rectfv(v1: ptr float32; v2: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glRectfv"
.}
proc recti(x1: int32; y1: int32; x2: int32; y2: int32): void {.
cdecl, header: "<glew.h>", importc: "glRecti"
.}
proc rectiv(v1: ptr int32; v2: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glRectiv"
.}
proc rects(x1: int16; y1: int16; x2: int16; y2: int16): void {.
cdecl, header: "<glew.h>", importc: "glRects"
.}
proc rectsv(v1: ptr int16; v2: ptr int16): void {.
cdecl, header: "<glew.h>", importc: "glRectsv"
.}
proc renderMode(mode: GLenum): int32 {.
cdecl, header: "<glew.h>", importc: "glRenderMode"
.}
proc rotated(angle: float64; x: float64; y: float64; z: float64): void {.
cdecl, header: "<glew.h>", importc: "glRotated"
.}
proc rotatef(angle: float32; x: float32; y: float32; z: float32): void {.
cdecl, header: "<glew.h>", importc: "glRotatef"
.}
proc scaled(x: float64; y: float64; z: float64): void {.
cdecl, header: "<glew.h>", importc: "glScaled"
.}
proc scalef(x: float32; y: float32; z: float32): void {.
cdecl, header: "<glew.h>", importc: "glScalef"
.}
proc scissor(x: int32; y: int32; width: int32; height: int32): void {.
cdecl, header: "<glew.h>", importc: "glScissor"
.}
proc selectBuffer(size: int32; buffer: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glSelectBuffer"
.}
proc shadeModel(mode: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glShadeModel"
.}
proc stencilFunc(fun: GLenum; reff: int32; mask: uint32): void {.
cdecl, header: "<glew.h>", importc: "glStencilFunc"
.}
proc stencilMask(mask: uint32): void {.
cdecl, header: "<glew.h>", importc: "glStencilMask"
.}
proc stencilOp(fail: GLenum; zfail: GLenum; zpass: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glStencilOp"
.}
proc texCoord1d(s: float64): void {.
cdecl, header: "<glew.h>", importc: "glTexCoord1d"
.}
proc texCoord1dv(v: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glTexCoord1dv"
.}
proc texCoord1f(s: float32): void {.
cdecl, header: "<glew.h>", importc: "glTexCoord1f"
.}
proc texCoord1fv(v: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glTexCoord1fv"
.}
proc texCoord1i(s: int32): void {.
cdecl, header: "<glew.h>", importc: "glTexCoord1i"
.}
proc texCoord1iv(v: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glTexCoord1iv"
.}
proc texCoord1s(s: int16): void {.
cdecl, header: "<glew.h>", importc: "glTexCoord1s"
.}
proc texCoord1sv(v: ptr int16): void {.
cdecl, header: "<glew.h>", importc: "glTexCoord1sv"
.}
proc texCoord2d(s: float64; t: float64): void {.
cdecl, header: "<glew.h>", importc: "glTexCoord2d"
.}
proc texCoord2dv(v: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glTexCoord2dv"
.}
proc texCoord2f(s: float32; t: float32): void {.
cdecl, header: "<glew.h>", importc: "glTexCoord2f"
.}
proc texCoord2fv(v: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glTexCoord2fv"
.}
proc texCoord2i(s: int32; t: int32): void {.
cdecl, header: "<glew.h>", importc: "glTexCoord2i"
.}
proc texCoord2iv(v: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glTexCoord2iv"
.}
proc texCoord2s(s: int16; t: int16): void {.
cdecl, header: "<glew.h>", importc: "glTexCoord2s"
.}
proc texCoord2sv(v: ptr int16): void {.
cdecl, header: "<glew.h>", importc: "glTexCoord2sv"
.}
proc texCoord3d(s: float64; t: float64; r: float64): void {.
cdecl, header: "<glew.h>", importc: "glTexCoord3d"
.}
proc texCoord3dv(v: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glTexCoord3dv"
.}
proc texCoord3f(s: float32; t: float32; r: float32): void {.
cdecl, header: "<glew.h>", importc: "glTexCoord3f"
.}
proc texCoord3fv(v: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glTexCoord3fv"
.}
proc texCoord3i(s: int32; t: int32; r: int32): void {.
cdecl, header: "<glew.h>", importc: "glTexCoord3i"
.}
proc texCoord3iv(v: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glTexCoord3iv"
.}
proc texCoord3s(s: int16; t: int16; r: int16): void {.
cdecl, header: "<glew.h>", importc: "glTexCoord3s"
.}
proc texCoord3sv(v: ptr int16): void {.
cdecl, header: "<glew.h>", importc: "glTexCoord3sv"
.}
proc texCoord4d(s: float64; t: float64; r: float64; q: float64): void {.
cdecl, header: "<glew.h>", importc: "glTexCoord4d"
.}
proc texCoord4dv(v: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glTexCoord4dv"
.}
proc texCoord4f(s: float32; t: float32; r: float32; q: float32): void {.
cdecl, header: "<glew.h>", importc: "glTexCoord4f"
.}
proc texCoord4fv(v: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glTexCoord4fv"
.}
proc texCoord4i(s: int32; t: int32; r: int32; q: int32): void {.
cdecl, header: "<glew.h>", importc: "glTexCoord4i"
.}
proc texCoord4iv(v: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glTexCoord4iv"
.}
proc texCoord4s(s: int16; t: int16; r: int16; q: int16): void {.
cdecl, header: "<glew.h>", importc: "glTexCoord4s"
.}
proc texCoord4sv(v: ptr int16): void {.
cdecl, header: "<glew.h>", importc: "glTexCoord4sv"
.}
proc texCoordPointer(size: int32; tipe: GLenum; stride: int32; poynter: pointer): void {.
cdecl, header: "<glew.h>", importc: "glTexCoordPointer"
.}
proc texEnvf(target: GLenum; pname: GLenum; param: float32): void {.
cdecl, header: "<glew.h>", importc: "glTexEnvf"
.}
proc texEnvfv(target: GLenum; pname: GLenum; params: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glTexEnvfv"
.}
proc texEnvi(target: GLenum; pname: GLenum; param: int32): void {.
cdecl, header: "<glew.h>", importc: "glTexEnvi"
.}
proc texEnviv(target: GLenum; pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glTexEnviv"
.}
proc texGend(coord: GLenum; pname: GLenum; param: float64): void {.
cdecl, header: "<glew.h>", importc: "glTexGend"
.}
proc texGendv(coord: GLenum; pname: GLenum; params: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glTexGendv"
.}
proc texGenf(coord: GLenum; pname: GLenum; param: float32): void {.
cdecl, header: "<glew.h>", importc: "glTexGenf"
.}
proc texGenfv(coord: GLenum; pname: GLenum; params: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glTexGenfv"
.}
proc texGeni(coord: GLenum; pname: GLenum; param: int32): void {.
cdecl, header: "<glew.h>", importc: "glTexGeni"
.}
proc texGeniv(coord: GLenum; pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glTexGeniv"
.}
proc texImage1D(target: GLenum; level: int32; internalformat: int32; width: int32;
               border: int32; format: GLenum; tipe: GLenum; pixels: pointer): void {.
cdecl, header: "<glew.h>", importc: "glTexImage1D"
.}
proc texImage2D(target: GLenum; level: int32; internalformat: int32; width: int32;
               height: int32; border: int32; format: GLenum; tipe: GLenum;
               pixels: pointer): void {.
cdecl, header: "<glew.h>", importc: "glTexImage2D"
.}
proc texParameterf(target: GLenum; pname: GLenum; param: float32): void {.
cdecl, header: "<glew.h>", importc: "glTexParameterf"
.}
proc texParameterfv(target: GLenum; pname: GLenum; params: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glTexParameterfv"
.}
proc texParameteri(target: GLenum; pname: GLenum; param: int32): void {.
cdecl, header: "<glew.h>", importc: "glTexParameteri"
.}
proc texParameteriv(target: GLenum; pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glTexParameteriv"
.}
proc texSubImage1D(target: GLenum; level: int32; xoffset: int32; width: int32;
                  format: GLenum; tipe: GLenum; pixels: pointer): void {.
cdecl, header: "<glew.h>", importc: "glTexSubImage1D"
.}
proc texSubImage2D(target: GLenum; level: int32; xoffset: int32; yoffset: int32;
                  width: int32; height: int32; format: GLenum; tipe: GLenum;
                  pixels: pointer): void {.
cdecl, header: "<glew.h>", importc: "glTexSubImage2D"
.}
proc translated(x: float64; y: float64; z: float64): void {.
cdecl, header: "<glew.h>", importc: "glTranslated"
.}
proc translatef(x: float32; y: float32; z: float32): void {.
cdecl, header: "<glew.h>", importc: "glTranslatef"
.}
proc vertex2d(x: float64; y: float64): void {.
cdecl, header: "<glew.h>", importc: "glVertex2d"
.}
proc vertex2dv(v: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glVertex2dv"
.}
proc vertex2f(x: float32; y: float32): void {.
cdecl, header: "<glew.h>", importc: "glVertex2f"
.}
proc vertex2fv(v: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glVertex2fv"
.}
proc vertex2i(x: int32; y: int32): void {.
cdecl, header: "<glew.h>", importc: "glVertex2i"
.}
proc vertex2iv(v: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glVertex2iv"
.}
proc vertex2s(x: int16; y: int16): void {.
cdecl, header: "<glew.h>", importc: "glVertex2s"
.}
proc vertex2sv(v: ptr int16): void {.
cdecl, header: "<glew.h>", importc: "glVertex2sv"
.}
proc vertex3d(x: float64; y: float64; z: float64): void {.
cdecl, header: "<glew.h>", importc: "glVertex3d"
.}
proc vertex3dv(v: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glVertex3dv"
.}
proc vertex3f(x: float32; y: float32; z: float32): void {.
cdecl, header: "<glew.h>", importc: "glVertex3f"
.}
proc vertex3fv(v: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glVertex3fv"
.}
proc vertex3i(x: int32; y: int32; z: int32): void {.
cdecl, header: "<glew.h>", importc: "glVertex3i"
.}
proc vertex3iv(v: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glVertex3iv"
.}
proc vertex3s(x: int16; y: int16; z: int16): void {.
cdecl, header: "<glew.h>", importc: "glVertex3s"
.}
proc vertex3sv(v: ptr int16): void {.
cdecl, header: "<glew.h>", importc: "glVertex3sv"
.}
proc vertex4d(x: float64; y: float64; z: float64; w: float64): void {.
cdecl, header: "<glew.h>", importc: "glVertex4d"
.}
proc vertex4dv(v: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glVertex4dv"
.}
proc vertex4f(x: float32; y: float32; z: float32; w: float32): void {.
cdecl, header: "<glew.h>", importc: "glVertex4f"
.}
proc vertex4fv(v: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glVertex4fv"
.}
proc vertex4i(x: int32; y: int32; z: int32; w: int32): void {.
cdecl, header: "<glew.h>", importc: "glVertex4i"
.}
proc vertex4iv(v: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glVertex4iv"
.}
proc vertex4s(x: int16; y: int16; z: int16; w: int16): void {.
cdecl, header: "<glew.h>", importc: "glVertex4s"
.}
proc vertex4sv(v: ptr int16): void {.
cdecl, header: "<glew.h>", importc: "glVertex4sv"
.}
proc vertexPointer(size: int32; tipe: GLenum; stride: int32; poynter: pointer): void {.
cdecl, header: "<glew.h>", importc: "glVertexPointer"
.}
proc viewport(x: int32; y: int32; width: int32; height: int32): void {.
cdecl, header: "<glew.h>", importc: "glViewport"
.}
proc copyTexSubImage3D(target: GLenum; level: int32; xoffset: int32; yoffset: int32;
                      zoffset: int32; x: int32; y: int32; width: int32; height: int32): void {.
cdecl, header: "<glew.h>", importc: "glCopyTexSubImage3D"
.}
proc drawRangeElements(mode: GLenum; start: uint32; glEnd: uint32; count: int32;
                      tipe: GLenum; indices: pointer): void {.
cdecl, header: "<glew.h>", importc: "glDrawRangeElements"
.}
proc texImage3D(target: GLenum; level: int32; internalFormat: int32; width: int32;
               height: int32; depth: int32; border: int32; format: GLenum; tipe: GLenum;
               pixels: pointer): void {.
cdecl, header: "<glew.h>", importc: "glTexImage3D"
.}
proc texSubImage3D(target: GLenum; level: int32; xoffset: int32; yoffset: int32;
                  zoffset: int32; width: int32; height: int32; depth: int32;
                  format: GLenum; tipe: GLenum; pixels: pointer): void {.
cdecl, header: "<glew.h>", importc: "glTexSubImage3D"
.}
proc activeTexture(texture: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glActiveTexture"
.}
proc clientActiveTexture(texture: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glClientActiveTexture"
.}
proc compressedTexImage1D(target: GLenum; level: int32; internalformat: GLenum;
                         width: int32; border: int32; imageSize: int32; data: pointer): void {.
cdecl, header: "<glew.h>", importc: "glCompressedTexImage1D"
.}
proc compressedTexImage2D(target: GLenum; level: int32; internalformat: GLenum;
                         width: int32; height: int32; border: int32; imageSize: int32;
                         data: pointer): void {.
cdecl, header: "<glew.h>", importc: "glCompressedTexImage2D"
.}
proc compressedTexImage3D(target: GLenum; level: int32; internalformat: GLenum;
                         width: int32; height: int32; depth: int32; border: int32;
                         imageSize: int32; data: pointer): void {.
cdecl, header: "<glew.h>", importc: "glCompressedTexImage3D"
.}
proc compressedTexSubImage1D(target: GLenum; level: int32; xoffset: int32;
                            width: int32; format: GLenum; imageSize: int32;
                            data: pointer): void {.
cdecl, header: "<glew.h>", importc: "glCompressedTexSubImage1D"
.}
proc compressedTexSubImage2D(target: GLenum; level: int32; xoffset: int32;
                            yoffset: int32; width: int32; height: int32;
                            format: GLenum; imageSize: int32; data: pointer): void {.
cdecl, header: "<glew.h>", importc: "glCompressedTexSubImage2D"
.}
proc compressedTexSubImage3D(target: GLenum; level: int32; xoffset: int32;
                            yoffset: int32; zoffset: int32; width: int32;
                            height: int32; depth: int32; format: GLenum;
                            imageSize: int32; data: pointer): void {.
cdecl, header: "<glew.h>", importc: "glCompressedTexSubImage3D"
.}
proc getCompressedTexImage(target: GLenum; lod: int32; img: pointer): void {.
cdecl, header: "<glew.h>", importc: "glGetCompressedTexImage"
.}
proc loadTransposeMatrixd(m: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glLoadTransposeMatrixd"
.}
proc loadTransposeMatrixf(m: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glLoadTransposeMatrixf"
.}
proc multTransposeMatrixd(m: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glMultTransposeMatrixd"
.}
proc multTransposeMatrixf(m: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glMultTransposeMatrixf"
.}
proc multiTexCoord1d(target: GLenum; s: float64): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexCoord1d"
.}
proc multiTexCoord1dv(target: GLenum; v: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexCoord1dv"
.}
proc multiTexCoord1f(target: GLenum; s: float32): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexCoord1f"
.}
proc multiTexCoord1fv(target: GLenum; v: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexCoord1fv"
.}
proc multiTexCoord1i(target: GLenum; s: int32): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexCoord1i"
.}
proc multiTexCoord1iv(target: GLenum; v: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexCoord1iv"
.}
proc multiTexCoord1s(target: GLenum; s: int16): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexCoord1s"
.}
proc multiTexCoord1sv(target: GLenum; v: ptr int16): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexCoord1sv"
.}
proc multiTexCoord2d(target: GLenum; s: float64; t: float64): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexCoord2d"
.}
proc multiTexCoord2dv(target: GLenum; v: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexCoord2dv"
.}
proc multiTexCoord2f(target: GLenum; s: float32; t: float32): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexCoord2f"
.}
proc multiTexCoord2fv(target: GLenum; v: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexCoord2fv"
.}
proc multiTexCoord2i(target: GLenum; s: int32; t: int32): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexCoord2i"
.}
proc multiTexCoord2iv(target: GLenum; v: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexCoord2iv"
.}
proc multiTexCoord2s(target: GLenum; s: int16; t: int16): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexCoord2s"
.}
proc multiTexCoord2sv(target: GLenum; v: ptr int16): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexCoord2sv"
.}
proc multiTexCoord3d(target: GLenum; s: float64; t: float64; r: float64): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexCoord3d"
.}
proc multiTexCoord3dv(target: GLenum; v: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexCoord3dv"
.}
proc multiTexCoord3f(target: GLenum; s: float32; t: float32; r: float32): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexCoord3f"
.}
proc multiTexCoord3fv(target: GLenum; v: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexCoord3fv"
.}
proc multiTexCoord3i(target: GLenum; s: int32; t: int32; r: int32): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexCoord3i"
.}
proc multiTexCoord3iv(target: GLenum; v: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexCoord3iv"
.}
proc multiTexCoord3s(target: GLenum; s: int16; t: int16; r: int16): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexCoord3s"
.}
proc multiTexCoord3sv(target: GLenum; v: ptr int16): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexCoord3sv"
.}
proc multiTexCoord4d(target: GLenum; s: float64; t: float64; r: float64; q: float64): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexCoord4d"
.}
proc multiTexCoord4dv(target: GLenum; v: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexCoord4dv"
.}
proc multiTexCoord4f(target: GLenum; s: float32; t: float32; r: float32; q: float32): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexCoord4f"
.}
proc multiTexCoord4fv(target: GLenum; v: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexCoord4fv"
.}
proc multiTexCoord4i(target: GLenum; s: int32; t: int32; r: int32; q: int32): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexCoord4i"
.}
proc multiTexCoord4iv(target: GLenum; v: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexCoord4iv"
.}
proc multiTexCoord4s(target: GLenum; s: int16; t: int16; r: int16; q: int16): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexCoord4s"
.}
proc multiTexCoord4sv(target: GLenum; v: ptr int16): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexCoord4sv"
.}
proc sampleCoverage(value: float32; invert: bool): void {.
cdecl, header: "<glew.h>", importc: "glSampleCoverage"
.}
proc blendColor(red: float32; green: float32; blue: float32; alpha: float32): void {.
cdecl, header: "<glew.h>", importc: "glBlendColor"
.}
proc blendEquation(mode: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glBlendEquation"
.}
proc blendFuncSeparate(sfactorRGB: GLenum; dfactorRGB: GLenum; sfactorAlpha: GLenum;
                      dfactorAlpha: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glBlendFuncSeparate"
.}
proc fogCoordPointer(tipe: GLenum; stride: int32; poynter: pointer): void {.
cdecl, header: "<glew.h>", importc: "glFogCoordPointer"
.}
proc fogCoordd(coord: float64): void {.
cdecl, header: "<glew.h>", importc: "glFogCoordd"
.}
proc fogCoorddv(coord: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glFogCoorddv"
.}
proc fogCoordf(coord: float32): void {.
cdecl, header: "<glew.h>", importc: "glFogCoordf"
.}
proc fogCoordfv(coord: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glFogCoordfv"
.}
proc multiDrawArrays(mode: GLenum; first: ptr int32; count: ptr int32; drawcount: int32): void {.
cdecl, header: "<glew.h>", importc: "glMultiDrawArrays"
.}
proc multiDrawElements(mode: GLenum; count: ptr int32; tipe: GLenum; indices: ptr void;
                      drawcount: int32): void {.
cdecl, header: "<glew.h>", importc: "glMultiDrawElements"
.}
proc pointParameterf(pname: GLenum; param: float32): void {.
cdecl, header: "<glew.h>", importc: "glPointParameterf"
.}
proc pointParameterfv(pname: GLenum; params: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glPointParameterfv"
.}
proc pointParameteri(pname: GLenum; param: int32): void {.
cdecl, header: "<glew.h>", importc: "glPointParameteri"
.}
proc pointParameteriv(pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glPointParameteriv"
.}
proc secondaryColor3b(red: int8; green: int8; blue: int8): void {.
cdecl, header: "<glew.h>", importc: "glSecondaryColor3b"
.}
proc secondaryColor3bv(v: ptr int8): void {.
cdecl, header: "<glew.h>", importc: "glSecondaryColor3bv"
.}
proc secondaryColor3d(red: float64; green: float64; blue: float64): void {.
cdecl, header: "<glew.h>", importc: "glSecondaryColor3d"
.}
proc secondaryColor3dv(v: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glSecondaryColor3dv"
.}
proc secondaryColor3f(red: float32; green: float32; blue: float32): void {.
cdecl, header: "<glew.h>", importc: "glSecondaryColor3f"
.}
proc secondaryColor3fv(v: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glSecondaryColor3fv"
.}
proc secondaryColor3i(red: int32; green: int32; blue: int32): void {.
cdecl, header: "<glew.h>", importc: "glSecondaryColor3i"
.}
proc secondaryColor3iv(v: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glSecondaryColor3iv"
.}
proc secondaryColor3s(red: int16; green: int16; blue: int16): void {.
cdecl, header: "<glew.h>", importc: "glSecondaryColor3s"
.}
proc secondaryColor3sv(v: ptr int16): void {.
cdecl, header: "<glew.h>", importc: "glSecondaryColor3sv"
.}
proc secondaryColor3ub(red: uint8; green: uint8; blue: uint8): void {.
cdecl, header: "<glew.h>", importc: "glSecondaryColor3ub"
.}
proc secondaryColor3ubv(v: ptr uint8): void {.
cdecl, header: "<glew.h>", importc: "glSecondaryColor3ubv"
.}
proc secondaryColor3ui(red: uint32; green: uint32; blue: uint32): void {.
cdecl, header: "<glew.h>", importc: "glSecondaryColor3ui"
.}
proc secondaryColor3uiv(v: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glSecondaryColor3uiv"
.}
proc secondaryColor3us(red: uint16; green: uint16; blue: uint16): void {.
cdecl, header: "<glew.h>", importc: "glSecondaryColor3us"
.}
proc secondaryColor3usv(v: ptr uint16): void {.
cdecl, header: "<glew.h>", importc: "glSecondaryColor3usv"
.}
proc secondaryColorPointer(size: int32; tipe: GLenum; stride: int32; poynter: pointer): void {.
cdecl, header: "<glew.h>", importc: "glSecondaryColorPointer"
.}
proc windowPos2d(x: float64; y: float64): void {.
cdecl, header: "<glew.h>", importc: "glWindowPos2d"
.}
proc windowPos2dv(p: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glWindowPos2dv"
.}
proc windowPos2f(x: float32; y: float32): void {.
cdecl, header: "<glew.h>", importc: "glWindowPos2f"
.}
proc windowPos2fv(p: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glWindowPos2fv"
.}
proc windowPos2i(x: int32; y: int32): void {.
cdecl, header: "<glew.h>", importc: "glWindowPos2i"
.}
proc windowPos2iv(p: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glWindowPos2iv"
.}
proc windowPos2s(x: int16; y: int16): void {.
cdecl, header: "<glew.h>", importc: "glWindowPos2s"
.}
proc windowPos2sv(p: ptr int16): void {.
cdecl, header: "<glew.h>", importc: "glWindowPos2sv"
.}
proc windowPos3d(x: float64; y: float64; z: float64): void {.
cdecl, header: "<glew.h>", importc: "glWindowPos3d"
.}
proc windowPos3dv(p: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glWindowPos3dv"
.}
proc windowPos3f(x: float32; y: float32; z: float32): void {.
cdecl, header: "<glew.h>", importc: "glWindowPos3f"
.}
proc windowPos3fv(p: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glWindowPos3fv"
.}
proc windowPos3i(x: int32; y: int32; z: int32): void {.
cdecl, header: "<glew.h>", importc: "glWindowPos3i"
.}
proc windowPos3iv(p: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glWindowPos3iv"
.}
proc windowPos3s(x: int16; y: int16; z: int16): void {.
cdecl, header: "<glew.h>", importc: "glWindowPos3s"
.}
proc windowPos3sv(p: ptr int16): void {.
cdecl, header: "<glew.h>", importc: "glWindowPos3sv"
.}
proc beginQuery(target: GLenum; id: uint32): void {.
cdecl, header: "<glew.h>", importc: "glBeginQuery"
.}
proc bindBuffer(target: GLenum; buffer: uint32): void {.
cdecl, header: "<glew.h>", importc: "glBindBuffer"
.}
proc bufferData(target: GLenum; size: int32; data: pointer; usage: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glBufferData"
.}
proc bufferSubData(target: GLenum; offset: int32; size: int32; data: pointer): void {.
cdecl, header: "<glew.h>", importc: "glBufferSubData"
.}
proc deleteBuffers(n: int32; buffers: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glDeleteBuffers"
.}
proc deleteQueries(n: int32; ids: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glDeleteQueries"
.}
proc endQuery(target: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glEndQuery"
.}
proc genBuffers(n: int32; buffers: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glGenBuffers"
.}
proc genQueries(n: int32; ids: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glGenQueries"
.}
proc getBufferParameteriv(target: GLenum; pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetBufferParameteriv"
.}
proc getBufferPointerv(target: GLenum; pname: GLenum; params: ptr void): void {.
cdecl, header: "<glew.h>", importc: "glGetBufferPointerv"
.}
proc getBufferSubData(target: GLenum; offset: int32; size: int32; data: pointer): void {.
cdecl, header: "<glew.h>", importc: "glGetBufferSubData"
.}
proc getQueryObjectiv(id: uint32; pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetQueryObjectiv"
.}
proc getQueryObjectuiv(id: uint32; pname: GLenum; params: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glGetQueryObjectuiv"
.}
proc getQueryiv(target: GLenum; pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetQueryiv"
.}
proc isBuffer(buffer: uint32): bool {.
cdecl, header: "<glew.h>", importc: "glIsBuffer"
.}
proc isQuery(id: uint32): bool {.
cdecl, header: "<glew.h>", importc: "glIsQuery"
.}
proc mapBuffer(target: GLenum; access: GLenum): ptr void {.
cdecl, header: "<glew.h>", importc: "glMapBuffer"
.}
proc unmapBuffer(target: GLenum): bool {.
cdecl, header: "<glew.h>", importc: "glUnmapBuffer"
.}
proc attachShader(program: uint32; shader: uint32): void {.
cdecl, header: "<glew.h>", importc: "glAttachShader"
.}
proc bindAttribLocation(program: uint32; index: uint32; name: cstring): void {.
cdecl, header: "<glew.h>", importc: "glBindAttribLocation"
.}
proc blendEquationSeparate(modeRGB: GLenum; modeAlpha: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glBlendEquationSeparate"
.}
proc compileShader(shader: uint32): void {.
cdecl, header: "<glew.h>", importc: "glCompileShader"
.}
proc createProgram(): uint32 {.
cdecl, header: "<glew.h>", importc: "glCreateProgram"
.}
proc createShader(tipe: GLenum): uint32 {.
cdecl, header: "<glew.h>", importc: "glCreateShader"
.}
proc deleteProgram(program: uint32): void {.
cdecl, header: "<glew.h>", importc: "glDeleteProgram"
.}
proc deleteShader(shader: uint32): void {.
cdecl, header: "<glew.h>", importc: "glDeleteShader"
.}
proc detachShader(program: uint32; shader: uint32): void {.
cdecl, header: "<glew.h>", importc: "glDetachShader"
.}
proc disableVertexAttribArray(index: uint32): void {.
cdecl, header: "<glew.h>", importc: "glDisableVertexAttribArray"
.}
proc drawBuffers(n: int32; bufs: ptr GLenum): void {.
cdecl, header: "<glew.h>", importc: "glDrawBuffers"
.}
proc enableVertexAttribArray(index: uint32): void {.
cdecl, header: "<glew.h>", importc: "glEnableVertexAttribArray"
.}
proc getActiveAttrib(program: uint32; index: uint32; maxLength: int32;
                    length: ptr int32; size: ptr int32; tipe: ptr GLenum; name: ptr char): void {.
cdecl, header: "<glew.h>", importc: "glGetActiveAttrib"
.}
proc getActiveUniform(program: uint32; index: uint32; maxLength: int32;
                     length: ptr int32; size: ptr int32; tipe: ptr GLenum; name: ptr char): void {.
cdecl, header: "<glew.h>", importc: "glGetActiveUniform"
.}
proc getAttachedShaders(program: uint32; maxCount: int32; count: ptr int32;
                       shaders: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glGetAttachedShaders"
.}
proc getAttribLocation(program: uint32; name: cstring): int32 {.
cdecl, header: "<glew.h>", importc: "glGetAttribLocation"
.}
proc getProgramInfoLog(program: uint32; bufSize: int32; length: ptr int32;
                      infoLog: ptr char): void {.
cdecl, header: "<glew.h>", importc: "glGetProgramInfoLog"
.}
proc getProgramiv(program: uint32; pname: GLenum; param: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetProgramiv"
.}
proc getShaderInfoLog(shader: uint32; bufSize: int32; length: ptr int32;
                     infoLog: ptr char): void {.
cdecl, header: "<glew.h>", importc: "glGetShaderInfoLog"
.}
proc getShaderSource(obj: uint32; maxLength: int32; length: ptr int32; source: ptr char): void {.
cdecl, header: "<glew.h>", importc: "glGetShaderSource"
.}
proc getShaderiv(shader: uint32; pname: GLenum; param: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetShaderiv"
.}
proc getUniformLocation(program: uint32; name: cstring): int32 {.
cdecl, header: "<glew.h>", importc: "glGetUniformLocation"
.}
proc getUniformfv(program: uint32; location: int32; params: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glGetUniformfv"
.}
proc getUniformiv(program: uint32; location: int32; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetUniformiv"
.}
proc getVertexAttribPointerv(index: uint32; pname: GLenum; poynter: ptr void): void {.
cdecl, header: "<glew.h>", importc: "glGetVertexAttribPointerv"
.}
proc getVertexAttribdv(index: uint32; pname: GLenum; params: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glGetVertexAttribdv"
.}
proc getVertexAttribfv(index: uint32; pname: GLenum; params: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glGetVertexAttribfv"
.}
proc getVertexAttribiv(index: uint32; pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetVertexAttribiv"
.}
proc isProgram(program: uint32): bool {.
cdecl, header: "<glew.h>", importc: "glIsProgram"
.}
proc isShader(shader: uint32): bool {.
cdecl, header: "<glew.h>", importc: "glIsShader"
.}
proc linkProgram(program: uint32): void {.
cdecl, header: "<glew.h>", importc: "glLinkProgram"
.}
proc shaderSource(shader: uint32; count: int32; stryng: ptr cstring; length: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glShaderSource"
.}
proc stencilFuncSeparate(frontfunc: GLenum; backfunc: GLenum; reff: int32; mask: uint32): void {.
cdecl, header: "<glew.h>", importc: "glStencilFuncSeparate"
.}
proc stencilMaskSeparate(face: GLenum; mask: uint32): void {.
cdecl, header: "<glew.h>", importc: "glStencilMaskSeparate"
.}
proc stencilOpSeparate(face: GLenum; sfail: GLenum; dpfail: GLenum; dppass: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glStencilOpSeparate"
.}
proc uniform1f(location: int32; v0: float32): void {.
cdecl, header: "<glew.h>", importc: "glUniform1f"
.}
proc uniform1fv(location: int32; count: int32; value: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glUniform1fv"
.}
proc uniform1i(location: int32; v0: int32): void {.
cdecl, header: "<glew.h>", importc: "glUniform1i"
.}
proc uniform1iv(location: int32; count: int32; value: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glUniform1iv"
.}
proc uniform2f(location: int32; v0: float32; v1: float32): void {.
cdecl, header: "<glew.h>", importc: "glUniform2f"
.}
proc uniform2fv(location: int32; count: int32; value: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glUniform2fv"
.}
proc uniform2i(location: int32; v0: int32; v1: int32): void {.
cdecl, header: "<glew.h>", importc: "glUniform2i"
.}
proc uniform2iv(location: int32; count: int32; value: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glUniform2iv"
.}
proc uniform3f(location: int32; v0: float32; v1: float32; v2: float32): void {.
cdecl, header: "<glew.h>", importc: "glUniform3f"
.}
proc uniform3fv(location: int32; count: int32; value: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glUniform3fv"
.}
proc uniform3i(location: int32; v0: int32; v1: int32; v2: int32): void {.
cdecl, header: "<glew.h>", importc: "glUniform3i"
.}
proc uniform3iv(location: int32; count: int32; value: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glUniform3iv"
.}
proc uniform4f(location: int32; v0: float32; v1: float32; v2: float32; v3: float32): void {.
cdecl, header: "<glew.h>", importc: "glUniform4f"
.}
proc uniform4fv(location: int32; count: int32; value: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glUniform4fv"
.}
proc uniform4i(location: int32; v0: int32; v1: int32; v2: int32; v3: int32): void {.
cdecl, header: "<glew.h>", importc: "glUniform4i"
.}
proc uniform4iv(location: int32; count: int32; value: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glUniform4iv"
.}
proc uniformMatrix2fv(location: int32; count: int32; transpose: bool;
                     value: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glUniformMatrix2fv"
.}
proc uniformMatrix3fv(location: int32; count: int32; transpose: bool;
                     value: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glUniformMatrix3fv"
.}
proc uniformMatrix4fv(location: int32; count: int32; transpose: bool;
                     value: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glUniformMatrix4fv"
.}
proc useProgram(program: uint32): void {.
cdecl, header: "<glew.h>", importc: "glUseProgram"
.}
proc validateProgram(program: uint32): void {.
cdecl, header: "<glew.h>", importc: "glValidateProgram"
.}
proc vertexAttrib1d(index: uint32; x: float64): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib1d"
.}
proc vertexAttrib1dv(index: uint32; v: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib1dv"
.}
proc vertexAttrib1f(index: uint32; x: float32): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib1f"
.}
proc vertexAttrib1fv(index: uint32; v: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib1fv"
.}
proc vertexAttrib1s(index: uint32; x: int16): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib1s"
.}
proc vertexAttrib1sv(index: uint32; v: ptr int16): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib1sv"
.}
proc vertexAttrib2d(index: uint32; x: float64; y: float64): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib2d"
.}
proc vertexAttrib2dv(index: uint32; v: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib2dv"
.}
proc vertexAttrib2f(index: uint32; x: float32; y: float32): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib2f"
.}
proc vertexAttrib2fv(index: uint32; v: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib2fv"
.}
proc vertexAttrib2s(index: uint32; x: int16; y: int16): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib2s"
.}
proc vertexAttrib2sv(index: uint32; v: ptr int16): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib2sv"
.}
proc vertexAttrib3d(index: uint32; x: float64; y: float64; z: float64): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib3d"
.}
proc vertexAttrib3dv(index: uint32; v: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib3dv"
.}
proc vertexAttrib3f(index: uint32; x: float32; y: float32; z: float32): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib3f"
.}
proc vertexAttrib3fv(index: uint32; v: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib3fv"
.}
proc vertexAttrib3s(index: uint32; x: int16; y: int16; z: int16): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib3s"
.}
proc vertexAttrib3sv(index: uint32; v: ptr int16): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib3sv"
.}
proc vertexAttrib4Nbv(index: uint32; v: ptr int8): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib4Nbv"
.}
proc vertexAttrib4Niv(index: uint32; v: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib4Niv"
.}
proc vertexAttrib4Nsv(index: uint32; v: ptr int16): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib4Nsv"
.}
proc vertexAttrib4Nub(index: uint32; x: uint8; y: uint8; z: uint8; w: uint8): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib4Nub"
.}
proc vertexAttrib4Nubv(index: uint32; v: ptr uint8): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib4Nubv"
.}
proc vertexAttrib4Nuiv(index: uint32; v: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib4Nuiv"
.}
proc vertexAttrib4Nusv(index: uint32; v: ptr uint16): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib4Nusv"
.}
proc vertexAttrib4bv(index: uint32; v: ptr int8): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib4bv"
.}
proc vertexAttrib4d(index: uint32; x: float64; y: float64; z: float64; w: float64): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib4d"
.}
proc vertexAttrib4dv(index: uint32; v: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib4dv"
.}
proc vertexAttrib4f(index: uint32; x: float32; y: float32; z: float32; w: float32): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib4f"
.}
proc vertexAttrib4fv(index: uint32; v: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib4fv"
.}
proc vertexAttrib4iv(index: uint32; v: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib4iv"
.}
proc vertexAttrib4s(index: uint32; x: int16; y: int16; z: int16; w: int16): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib4s"
.}
proc vertexAttrib4sv(index: uint32; v: ptr int16): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib4sv"
.}
proc vertexAttrib4ubv(index: uint32; v: ptr uint8): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib4ubv"
.}
proc vertexAttrib4uiv(index: uint32; v: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib4uiv"
.}
proc vertexAttrib4usv(index: uint32; v: ptr uint16): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib4usv"
.}
proc vertexAttribPointer(index: uint32; size: int32; tipe: GLenum; normalized: bool;
                        stride: int32; poynter: pointer): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribPointer"
.}
proc uniformMatrix2x3fv(location: int32; count: int32; transpose: bool;
                       value: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glUniformMatrix2x3fv"
.}
proc uniformMatrix2x4fv(location: int32; count: int32; transpose: bool;
                       value: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glUniformMatrix2x4fv"
.}
proc uniformMatrix3x2fv(location: int32; count: int32; transpose: bool;
                       value: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glUniformMatrix3x2fv"
.}
proc uniformMatrix3x4fv(location: int32; count: int32; transpose: bool;
                       value: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glUniformMatrix3x4fv"
.}
proc uniformMatrix4x2fv(location: int32; count: int32; transpose: bool;
                       value: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glUniformMatrix4x2fv"
.}
proc uniformMatrix4x3fv(location: int32; count: int32; transpose: bool;
                       value: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glUniformMatrix4x3fv"
.}
proc beginConditionalRender(id: uint32; mode: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glBeginConditionalRender"
.}
proc beginTransformFeedback(primitiveMode: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glBeginTransformFeedback"
.}
proc bindFragDataLocation(program: uint32; colorNumber: uint32; name: cstring): void {.
cdecl, header: "<glew.h>", importc: "glBindFragDataLocation"
.}
proc clampColor(target: GLenum; clamp: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glClampColor"
.}
proc clearBufferfi(buffer: GLenum; drawBuffer: int32; depth: float32; stencil: int32): void {.
cdecl, header: "<glew.h>", importc: "glClearBufferfi"
.}
proc clearBufferfv(buffer: GLenum; drawBuffer: int32; value: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glClearBufferfv"
.}
proc clearBufferiv(buffer: GLenum; drawBuffer: int32; value: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glClearBufferiv"
.}
proc clearBufferuiv(buffer: GLenum; drawBuffer: int32; value: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glClearBufferuiv"
.}
proc colorMaski(buf: uint32; red: bool; green: bool; blue: bool; alpha: bool): void {.
cdecl, header: "<glew.h>", importc: "glColorMaski"
.}
proc disablei(cap: GLenum; index: uint32): void {.
cdecl, header: "<glew.h>", importc: "glDisablei"
.}
proc enablei(cap: GLenum; index: uint32): void {.
cdecl, header: "<glew.h>", importc: "glEnablei"
.}
proc endConditionalRender(): void {.
cdecl, header: "<glew.h>", importc: "glEndConditionalRender"
.}
proc endTransformFeedback(): void {.
cdecl, header: "<glew.h>", importc: "glEndTransformFeedback"
.}
proc getBooleani_v(pname: GLenum; index: uint32; data: ptr bool): void {.
cdecl, header: "<glew.h>", importc: "glGetBooleani_v"
.}
proc getFragDataLocation(program: uint32; name: cstring): int32 {.
cdecl, header: "<glew.h>", importc: "glGetFragDataLocation"
.}
proc getStringi(name: GLenum; index: uint32): ptr uint8 {.
cdecl, header: "<glew.h>", importc: "glGetStringi"
.}
proc getTexParameterIiv(target: GLenum; pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetTexParameterIiv"
.}
proc getTexParameterIuiv(target: GLenum; pname: GLenum; params: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glGetTexParameterIuiv"
.}
proc getTransformFeedbackVarying(program: uint32; index: uint32; bufSize: int32;
                                length: ptr int32; size: ptr int32; tipe: ptr GLenum;
                                name: ptr char): void {.
cdecl, header: "<glew.h>", importc: "glGetTransformFeedbackVarying"
.}
proc getUniformuiv(program: uint32; location: int32; params: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glGetUniformuiv"
.}
proc getVertexAttribIiv(index: uint32; pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetVertexAttribIiv"
.}
proc getVertexAttribIuiv(index: uint32; pname: GLenum; params: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glGetVertexAttribIuiv"
.}
proc isEnabledi(cap: GLenum; index: uint32): bool {.
cdecl, header: "<glew.h>", importc: "glIsEnabledi"
.}
proc texParameterIiv(target: GLenum; pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glTexParameterIiv"
.}
proc texParameterIuiv(target: GLenum; pname: GLenum; params: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glTexParameterIuiv"
.}
proc transformFeedbackVaryings(program: uint32; count: int32; varyings: ptr cstring;
                              bufferMode: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glTransformFeedbackVaryings"
.}
proc uniform1ui(location: int32; v0: uint32): void {.
cdecl, header: "<glew.h>", importc: "glUniform1ui"
.}
proc uniform1uiv(location: int32; count: int32; value: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glUniform1uiv"
.}
proc uniform2ui(location: int32; v0: uint32; v1: uint32): void {.
cdecl, header: "<glew.h>", importc: "glUniform2ui"
.}
proc uniform2uiv(location: int32; count: int32; value: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glUniform2uiv"
.}
proc uniform3ui(location: int32; v0: uint32; v1: uint32; v2: uint32): void {.
cdecl, header: "<glew.h>", importc: "glUniform3ui"
.}
proc uniform3uiv(location: int32; count: int32; value: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glUniform3uiv"
.}
proc uniform4ui(location: int32; v0: uint32; v1: uint32; v2: uint32; v3: uint32): void {.
cdecl, header: "<glew.h>", importc: "glUniform4ui"
.}
proc uniform4uiv(location: int32; count: int32; value: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glUniform4uiv"
.}
proc vertexAttribI1i(index: uint32; v0: int32): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribI1i"
.}
proc vertexAttribI1iv(index: uint32; v0: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribI1iv"
.}
proc vertexAttribI1ui(index: uint32; v0: uint32): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribI1ui"
.}
proc vertexAttribI1uiv(index: uint32; v0: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribI1uiv"
.}
proc vertexAttribI2i(index: uint32; v0: int32; v1: int32): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribI2i"
.}
proc vertexAttribI2iv(index: uint32; v0: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribI2iv"
.}
proc vertexAttribI2ui(index: uint32; v0: uint32; v1: uint32): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribI2ui"
.}
proc vertexAttribI2uiv(index: uint32; v0: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribI2uiv"
.}
proc vertexAttribI3i(index: uint32; v0: int32; v1: int32; v2: int32): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribI3i"
.}
proc vertexAttribI3iv(index: uint32; v0: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribI3iv"
.}
proc vertexAttribI3ui(index: uint32; v0: uint32; v1: uint32; v2: uint32): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribI3ui"
.}
proc vertexAttribI3uiv(index: uint32; v0: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribI3uiv"
.}
proc vertexAttribI4bv(index: uint32; v0: ptr int8): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribI4bv"
.}
proc vertexAttribI4i(index: uint32; v0: int32; v1: int32; v2: int32; v3: int32): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribI4i"
.}
proc vertexAttribI4iv(index: uint32; v0: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribI4iv"
.}
proc vertexAttribI4sv(index: uint32; v0: ptr int16): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribI4sv"
.}
proc vertexAttribI4ubv(index: uint32; v0: ptr uint8): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribI4ubv"
.}
proc vertexAttribI4ui(index: uint32; v0: uint32; v1: uint32; v2: uint32; v3: uint32): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribI4ui"
.}
proc vertexAttribI4uiv(index: uint32; v0: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribI4uiv"
.}
proc vertexAttribI4usv(index: uint32; v0: ptr uint16): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribI4usv"
.}
proc vertexAttribIPointer(index: uint32; size: int32; tipe: GLenum; stride: int32;
                         poynter: pointer): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribIPointer"
.}
proc drawArraysInstanced(mode: GLenum; first: int32; count: int32; primcount: int32): void {.
cdecl, header: "<glew.h>", importc: "glDrawArraysInstanced"
.}
proc drawElementsInstanced(mode: GLenum; count: int32; tipe: GLenum; indices: pointer;
                          primcount: int32): void {.
cdecl, header: "<glew.h>", importc: "glDrawElementsInstanced"
.}
proc primitiveRestartIndex(buffer: uint32): void {.
cdecl, header: "<glew.h>", importc: "glPrimitiveRestartIndex"
.}
proc texBuffer(target: GLenum; internalFormat: GLenum; buffer: uint32): void {.
cdecl, header: "<glew.h>", importc: "glTexBuffer"
.}
proc framebufferTexture(target: GLenum; attachment: GLenum; texture: uint32;
                       level: int32): void {.
cdecl, header: "<glew.h>", importc: "glFramebufferTexture"
.}
proc getBufferParameteri64v(target: GLenum; value: GLenum; data: ptr int64): void {.
cdecl, header: "<glew.h>", importc: "glGetBufferParameteri64v"
.}
proc getInteger64i_v(pname: GLenum; index: uint32; data: ptr int64): void {.
cdecl, header: "<glew.h>", importc: "glGetInteger64i_v"
.}
proc vertexAttribDivisor(index: uint32; divisor: uint32): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribDivisor"
.}
proc blendEquationSeparatei(buf: uint32; modeRGB: GLenum; modeAlpha: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glBlendEquationSeparatei"
.}
proc blendEquationi(buf: uint32; mode: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glBlendEquationi"
.}
proc blendFuncSeparatei(buf: uint32; srcRGB: GLenum; dstRGB: GLenum; srcAlpha: GLenum;
                       dstAlpha: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glBlendFuncSeparatei"
.}
proc blendFunci(buf: uint32; src: GLenum; dst: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glBlendFunci"
.}
proc minSampleShading(value: float32): void {.
cdecl, header: "<glew.h>", importc: "glMinSampleShading"
.}
proc getGraphicsResetStatus(): GLenum {.
cdecl, header: "<glew.h>", importc: "glGetGraphicsResetStatus"
.}
proc getnCompressedTexImage(target: GLenum; lod: int32; bufSize: int32;
                           pixels: ptr pointer): void {.
cdecl, header: "<glew.h>", importc: "glGetnCompressedTexImage"
.}
proc getnTexImage(tex: GLenum; level: int32; format: GLenum; tipe: GLenum;
                 bufSize: int32; pixels: ptr pointer): void {.
cdecl, header: "<glew.h>", importc: "glGetnTexImage"
.}
proc getnUniformdv(program: uint32; location: int32; bufSize: int32;
                  params: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glGetnUniformdv"
.}
proc multiDrawArraysIndirectCount(mode: GLenum; indirect: ptr pointer;
                                 drawcount: int32; maxdrawcount: int32;
                                 stride: int32): void {.
cdecl, header: "<glew.h>", importc: "glMultiDrawArraysIndirectCount"
.}
proc multiDrawElementsIndirectCount(mode: GLenum; tipe: GLenum;
                                   indirect: ptr pointer; drawcount: int32;
                                   maxdrawcount: int32; stride: int32): void {.
cdecl, header: "<glew.h>", importc: "glMultiDrawElementsIndirectCount"
.}
proc specializeShader(shader: uint32; pEntryPoint: cstring;
                     numSpecializationConstants: uint32;
                     pConstantIndex: ptr uint32; pConstantValue: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glSpecializeShader"
.}
proc tbufferMask3DFX(mask: uint32): void {.
cdecl, header: "<glew.h>", importc: "glTbufferMask3DFX"
.}
proc debugMessageEnableAMD(category: GLenum; severity: GLenum; count: int32;
                          ids: ptr uint32; enabled: bool): void {.
cdecl, header: "<glew.h>", importc: "glDebugMessageEnableAMD"
.}
proc debugMessageInsertAMD(category: GLenum; severity: GLenum; id: uint32;
                          length: int32; buf: cstring): void {.
cdecl, header: "<glew.h>", importc: "glDebugMessageInsertAMD"
.}
proc getDebugMessageLogAMD(count: uint32; bufsize: int32; categories: ptr GLenum;
                          severities: ptr uint32; ids: ptr uint32; lengths: ptr int32;
                          message: ptr char): uint32 {.
cdecl, header: "<glew.h>", importc: "glGetDebugMessageLogAMD"
.}
proc blendEquationIndexedAMD(buf: uint32; mode: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glBlendEquationIndexedAMD"
.}
proc blendEquationSeparateIndexedAMD(buf: uint32; modeRGB: GLenum; modeAlpha: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glBlendEquationSeparateIndexedAMD"
.}
proc blendFuncIndexedAMD(buf: uint32; src: GLenum; dst: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glBlendFuncIndexedAMD"
.}
proc blendFuncSeparateIndexedAMD(buf: uint32; srcRGB: GLenum; dstRGB: GLenum;
                                srcAlpha: GLenum; dstAlpha: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glBlendFuncSeparateIndexedAMD"
.}
proc framebufferSamplePositionsfvAMD(target: GLenum; numsamples: uint32;
                                    pixelindex: uint32; values: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glFramebufferSamplePositionsfvAMD"
.}
proc getFramebufferParameterfvAMD(target: GLenum; pname: GLenum; numsamples: uint32;
                                 pixelindex: uint32; size: int32;
                                 values: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glGetFramebufferParameterfvAMD"
.}
proc getNamedFramebufferParameterfvAMD(framebuffer: uint32; pname: GLenum;
                                      numsamples: uint32; pixelindex: uint32;
                                      size: int32; values: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glGetNamedFramebufferParameterfvAMD"
.}
proc namedFramebufferSamplePositionsfvAMD(framebuffer: uint32; numsamples: uint32;
    pixelindex: uint32; values: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glNamedFramebufferSamplePositionsfvAMD"
.}
proc vertexAttribParameteriAMD(index: uint32; pname: GLenum; param: int32): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribParameteriAMD"
.}
proc multiDrawArraysIndirectAMD(mode: GLenum; indirect: pointer; primcount: int32;
                               stride: int32): void {.
cdecl, header: "<glew.h>", importc: "glMultiDrawArraysIndirectAMD"
.}
proc multiDrawElementsIndirectAMD(mode: GLenum; tipe: GLenum; indirect: pointer;
                                 primcount: int32; stride: int32): void {.
cdecl, header: "<glew.h>", importc: "glMultiDrawElementsIndirectAMD"
.}
proc deleteNamesAMD(identifier: GLenum; num: uint32; names: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glDeleteNamesAMD"
.}
proc genNamesAMD(identifier: GLenum; num: uint32; names: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glGenNamesAMD"
.}
proc isNameAMD(identifier: GLenum; name: uint32): bool {.
cdecl, header: "<glew.h>", importc: "glIsNameAMD"
.}
proc queryObjectParameteruiAMD(target: GLenum; id: uint32; pname: GLenum; param: uint32): void {.
cdecl, header: "<glew.h>", importc: "glQueryObjectParameteruiAMD"
.}
proc beginPerfMonitorAMD(monitor: uint32): void {.
cdecl, header: "<glew.h>", importc: "glBeginPerfMonitorAMD"
.}
proc deletePerfMonitorsAMD(n: int32; monitors: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glDeletePerfMonitorsAMD"
.}
proc endPerfMonitorAMD(monitor: uint32): void {.
cdecl, header: "<glew.h>", importc: "glEndPerfMonitorAMD"
.}
proc genPerfMonitorsAMD(n: int32; monitors: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glGenPerfMonitorsAMD"
.}
proc getPerfMonitorCounterDataAMD(monitor: uint32; pname: GLenum; dataSize: int32;
                                 data: ptr uint32; bytesWritten: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetPerfMonitorCounterDataAMD"
.}
proc getPerfMonitorCounterInfoAMD(group: uint32; counter: uint32; pname: GLenum;
                                 data: pointer): void {.
cdecl, header: "<glew.h>", importc: "glGetPerfMonitorCounterInfoAMD"
.}
proc getPerfMonitorCounterStringAMD(group: uint32; counter: uint32; bufSize: int32;
                                   length: ptr int32; counterString: ptr char): void {.
cdecl, header: "<glew.h>", importc: "glGetPerfMonitorCounterStringAMD"
.}
proc getPerfMonitorCountersAMD(group: uint32; numCounters: ptr int32;
                              maxActiveCounters: ptr int32; countersSize: int32;
                              counters: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glGetPerfMonitorCountersAMD"
.}
proc getPerfMonitorGroupStringAMD(group: uint32; bufSize: int32; length: ptr int32;
                                 groupString: ptr char): void {.
cdecl, header: "<glew.h>", importc: "glGetPerfMonitorGroupStringAMD"
.}
proc getPerfMonitorGroupsAMD(numGroups: ptr int32; groupsSize: int32;
                            groups: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glGetPerfMonitorGroupsAMD"
.}
proc selectPerfMonitorCountersAMD(monitor: uint32; enable: bool; group: uint32;
                                 numCounters: int32; counterList: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glSelectPerfMonitorCountersAMD"
.}
proc setMultisamplefvAMD(pname: GLenum; index: uint32; val: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glSetMultisamplefvAMD"
.}
proc texStorageSparseAMD(target: GLenum; internalFormat: GLenum; width: int32;
                        height: int32; depth: int32; layers: int32; flags: uint32): void {.
cdecl, header: "<glew.h>", importc: "glTexStorageSparseAMD"
.}
proc textureStorageSparseAMD(texture: uint32; target: GLenum; internalFormat: GLenum;
                            width: int32; height: int32; depth: int32; layers: int32;
                            flags: uint32): void {.
cdecl, header: "<glew.h>", importc: "glTextureStorageSparseAMD"
.}
proc stencilOpValueAMD(face: GLenum; value: uint32): void {.
cdecl, header: "<glew.h>", importc: "glStencilOpValueAMD"
.}
proc tessellationFactorAMD(factor: float32): void {.
cdecl, header: "<glew.h>", importc: "glTessellationFactorAMD"
.}
proc tessellationModeAMD(mode: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glTessellationModeAMD"
.}
proc blitFramebufferANGLE(srcX0: int32; srcY0: int32; srcX1: int32; srcY1: int32;
                         dstX0: int32; dstY0: int32; dstX1: int32; dstY1: int32;
                         mask: uint32; filter: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glBlitFramebufferANGLE"
.}
proc renderbufferStorageMultisampleANGLE(target: GLenum; samples: int32;
                                        internalformat: GLenum; width: int32;
                                        height: int32): void {.
cdecl, header: "<glew.h>", importc: "glRenderbufferStorageMultisampleANGLE"
.}
proc drawArraysInstancedANGLE(mode: GLenum; first: int32; count: int32;
                             primcount: int32): void {.
cdecl, header: "<glew.h>", importc: "glDrawArraysInstancedANGLE"
.}
proc drawElementsInstancedANGLE(mode: GLenum; count: int32; tipe: GLenum;
                               indices: pointer; primcount: int32): void {.
cdecl, header: "<glew.h>", importc: "glDrawElementsInstancedANGLE"
.}
proc vertexAttribDivisorANGLE(index: uint32; divisor: uint32): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribDivisorANGLE"
.}
proc beginQueryANGLE(target: GLenum; id: uint32): void {.
cdecl, header: "<glew.h>", importc: "glBeginQueryANGLE"
.}
proc deleteQueriesANGLE(n: int32; ids: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glDeleteQueriesANGLE"
.}
proc endQueryANGLE(target: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glEndQueryANGLE"
.}
proc genQueriesANGLE(n: int32; ids: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glGenQueriesANGLE"
.}
proc getQueryObjecti64vANGLE(id: uint32; pname: GLenum; params: ptr int64): void {.
cdecl, header: "<glew.h>", importc: "glGetQueryObjecti64vANGLE"
.}
proc getQueryObjectivANGLE(id: uint32; pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetQueryObjectivANGLE"
.}
proc getQueryObjectui64vANGLE(id: uint32; pname: GLenum; params: ptr uint64): void {.
cdecl, header: "<glew.h>", importc: "glGetQueryObjectui64vANGLE"
.}
proc getQueryObjectuivANGLE(id: uint32; pname: GLenum; params: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glGetQueryObjectuivANGLE"
.}
proc getQueryivANGLE(target: GLenum; pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetQueryivANGLE"
.}
proc isQueryANGLE(id: uint32): bool {.
cdecl, header: "<glew.h>", importc: "glIsQueryANGLE"
.}
proc queryCounterANGLE(id: uint32; target: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glQueryCounterANGLE"
.}
proc getTranslatedShaderSourceANGLE(shader: uint32; bufsize: int32;
                                   length: ptr int32; source: ptr char): void {.
cdecl, header: "<glew.h>", importc: "glGetTranslatedShaderSourceANGLE"
.}
proc copyTextureLevelsAPPLE(destinationTexture: uint32; sourceTexture: uint32;
                           sourceBaseLevel: int32; sourceLevelCount: int32): void {.
cdecl, header: "<glew.h>", importc: "glCopyTextureLevelsAPPLE"
.}
proc drawElementArrayAPPLE(mode: GLenum; first: int32; count: int32): void {.
cdecl, header: "<glew.h>", importc: "glDrawElementArrayAPPLE"
.}
proc drawRangeElementArrayAPPLE(mode: GLenum; start: uint32; glEnd: uint32;
                               first: int32; count: int32): void {.
cdecl, header: "<glew.h>", importc: "glDrawRangeElementArrayAPPLE"
.}
proc elementPointerAPPLE(tipe: GLenum; poynter: pointer): void {.
cdecl, header: "<glew.h>", importc: "glElementPointerAPPLE"
.}
proc multiDrawElementArrayAPPLE(mode: GLenum; first: ptr int32; count: ptr int32;
                               primcount: int32): void {.
cdecl, header: "<glew.h>", importc: "glMultiDrawElementArrayAPPLE"
.}
proc multiDrawRangeElementArrayAPPLE(mode: GLenum; start: uint32; glEnd: uint32;
                                    first: ptr int32; count: ptr int32;
                                    primcount: int32): void {.
cdecl, header: "<glew.h>", importc: "glMultiDrawRangeElementArrayAPPLE"
.}
proc deleteFencesAPPLE(n: int32; fences: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glDeleteFencesAPPLE"
.}
proc finishFenceAPPLE(fence: uint32): void {.
cdecl, header: "<glew.h>", importc: "glFinishFenceAPPLE"
.}
proc finishObjectAPPLE(obj: GLenum; name: int32): void {.
cdecl, header: "<glew.h>", importc: "glFinishObjectAPPLE"
.}
proc genFencesAPPLE(n: int32; fences: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glGenFencesAPPLE"
.}
proc isFenceAPPLE(fence: uint32): bool {.
cdecl, header: "<glew.h>", importc: "glIsFenceAPPLE"
.}
proc setFenceAPPLE(fence: uint32): void {.
cdecl, header: "<glew.h>", importc: "glSetFenceAPPLE"
.}
proc testFenceAPPLE(fence: uint32): bool {.
cdecl, header: "<glew.h>", importc: "glTestFenceAPPLE"
.}
proc testObjectAPPLE(obj: GLenum; name: uint32): bool {.
cdecl, header: "<glew.h>", importc: "glTestObjectAPPLE"
.}
proc bufferParameteriAPPLE(target: GLenum; pname: GLenum; param: int32): void {.
cdecl, header: "<glew.h>", importc: "glBufferParameteriAPPLE"
.}
proc flushMappedBufferRangeAPPLE(target: GLenum; offset: int32; size: int32): void {.
cdecl, header: "<glew.h>", importc: "glFlushMappedBufferRangeAPPLE"
.}
proc renderbufferStorageMultisampleAPPLE(target: GLenum; samples: int32;
                                        internalformat: GLenum; width: int32;
                                        height: int32): void {.
cdecl, header: "<glew.h>", importc: "glRenderbufferStorageMultisampleAPPLE"
.}
proc resolveMultisampleFramebufferAPPLE(): void {.
cdecl, header: "<glew.h>", importc: "glResolveMultisampleFramebufferAPPLE"
.}
proc getObjectParameterivAPPLE(objectType: GLenum; name: uint32; pname: GLenum;
                              params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetObjectParameterivAPPLE"
.}
proc objectPurgeableAPPLE(objectType: GLenum; name: uint32; option: GLenum): GLenum {.
cdecl, header: "<glew.h>", importc: "glObjectPurgeableAPPLE"
.}
proc objectUnpurgeableAPPLE(objectType: GLenum; name: uint32; option: GLenum): GLenum {.
cdecl, header: "<glew.h>", importc: "glObjectUnpurgeableAPPLE"
.}
proc clientWaitSyncAPPLE(GLsync: distinct pointer; flags: uint32; timeout: uint64): GLenum {.
cdecl, header: "<glew.h>", importc: "glClientWaitSyncAPPLE"
.}
proc deleteSyncAPPLE(GLsync: distinct pointer): void {.
cdecl, header: "<glew.h>", importc: "glDeleteSyncAPPLE"
.}
proc fenceSyncAPPLE(condition: GLenum; flags: uint32): distinct pointer {.
cdecl, header: "<glew.h>", importc: "glFenceSyncAPPLE"
.}
proc getInteger64vAPPLE(pname: GLenum; params: ptr int64): void {.
cdecl, header: "<glew.h>", importc: "glGetInteger64vAPPLE"
.}
proc getSyncivAPPLE(GLsync: distinct pointer; pname: GLenum; bufSize: int32;
                   length: ptr int32; values: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetSyncivAPPLE"
.}
proc isSyncAPPLE(GLsync: distinct pointer): bool {.
cdecl, header: "<glew.h>", importc: "glIsSyncAPPLE"
.}
proc waitSyncAPPLE(GLsync: distinct pointer; flags: uint32; timeout: uint64): void {.
cdecl, header: "<glew.h>", importc: "glWaitSyncAPPLE"
.}
proc getTexParameterPointervAPPLE(target: GLenum; pname: GLenum; params: ptr void): void {.
cdecl, header: "<glew.h>", importc: "glGetTexParameterPointervAPPLE"
.}
proc textureRangeAPPLE(target: GLenum; length: int32; poynter: pointer): void {.
cdecl, header: "<glew.h>", importc: "glTextureRangeAPPLE"
.}
proc bindVertexArrayAPPLE(arrai: uint32): void {.
cdecl, header: "<glew.h>", importc: "glBindVertexArrayAPPLE"
.}
proc deleteVertexArraysAPPLE(n: int32; arrays: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glDeleteVertexArraysAPPLE"
.}
proc genVertexArraysAPPLE(n: int32; arrays: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glGenVertexArraysAPPLE"
.}
proc isVertexArrayAPPLE(arrai: uint32): bool {.
cdecl, header: "<glew.h>", importc: "glIsVertexArrayAPPLE"
.}
proc flushVertexArrayRangeAPPLE(length: int32; poynter: pointer): void {.
cdecl, header: "<glew.h>", importc: "glFlushVertexArrayRangeAPPLE"
.}
proc vertexArrayParameteriAPPLE(pname: GLenum; param: int32): void {.
cdecl, header: "<glew.h>", importc: "glVertexArrayParameteriAPPLE"
.}
proc vertexArrayRangeAPPLE(length: int32; poynter: pointer): void {.
cdecl, header: "<glew.h>", importc: "glVertexArrayRangeAPPLE"
.}
proc disableVertexAttribAPPLE(index: uint32; pname: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glDisableVertexAttribAPPLE"
.}
proc enableVertexAttribAPPLE(index: uint32; pname: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glEnableVertexAttribAPPLE"
.}
proc isVertexAttribEnabledAPPLE(index: uint32; pname: GLenum): bool {.
cdecl, header: "<glew.h>", importc: "glIsVertexAttribEnabledAPPLE"
.}
proc mapVertexAttrib1dAPPLE(index: uint32; size: uint32; u1: float64; u2: float64;
                           stride: int32; order: int32; points: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glMapVertexAttrib1dAPPLE"
.}
proc mapVertexAttrib1fAPPLE(index: uint32; size: uint32; u1: float32; u2: float32;
                           stride: int32; order: int32; points: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glMapVertexAttrib1fAPPLE"
.}
proc mapVertexAttrib2dAPPLE(index: uint32; size: uint32; u1: float64; u2: float64;
                           ustride: int32; uorder: int32; v1: float64; v2: float64;
                           vstride: int32; vorder: int32; points: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glMapVertexAttrib2dAPPLE"
.}
proc mapVertexAttrib2fAPPLE(index: uint32; size: uint32; u1: float32; u2: float32;
                           ustride: int32; uorder: int32; v1: float32; v2: float32;
                           vstride: int32; vorder: int32; points: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glMapVertexAttrib2fAPPLE"
.}
proc clearDepthf(d: float32): void {.
cdecl, header: "<glew.h>", importc: "glClearDepthf"
.}
proc depthRangef(n: float32; f: float32): void {.
cdecl, header: "<glew.h>", importc: "glDepthRangef"
.}
proc getShaderPrecisionFormat(shadertype: GLenum; precisiontype: GLenum;
                             rangee: ptr int32; precision: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetShaderPrecisionFormat"
.}
proc releaseShaderCompiler(): void {.
cdecl, header: "<glew.h>", importc: "glReleaseShaderCompiler"
.}
proc shaderBinary(count: int32; shaders: ptr uint32; binaryformat: GLenum;
                 binary: pointer; length: int32): void {.
cdecl, header: "<glew.h>", importc: "glShaderBinary"
.}
proc memoryBarrierByRegion(barriers: uint32): void {.
cdecl, header: "<glew.h>", importc: "glMemoryBarrierByRegion"
.}
proc primitiveBoundingBoxARB(minX: float32; minY: float32; minZ: float32;
                            minW: float32; maxX: float32; maxY: float32;
                            maxZ: float32; maxW: float32): void {.
cdecl, header: "<glew.h>", importc: "glPrimitiveBoundingBoxARB"
.}
proc drawArraysInstancedBaseInstance(mode: GLenum; first: int32; count: int32;
                                    primcount: int32; baseinstance: uint32): void {.
cdecl, header: "<glew.h>", importc: "glDrawArraysInstancedBaseInstance"
.}
proc drawElementsInstancedBaseInstance(mode: GLenum; count: int32; tipe: GLenum;
                                      indices: pointer; primcount: int32;
                                      baseinstance: uint32): void {.
cdecl, header: "<glew.h>", importc: "glDrawElementsInstancedBaseInstance"
.}
proc drawElementsInstancedBaseVertexBaseInstance(mode: GLenum; count: int32;
    tipe: GLenum; indices: pointer; primcount: int32; basevertex: int32;
    baseinstance: uint32): void {.
cdecl, header: "<glew.h>", importc: "glDrawElementsInstancedBaseVertexBaseInstance"
.}
proc getImageHandleARB(texture: uint32; level: int32; layered: bool; layer: int32;
                      format: GLenum): uint64 {.
cdecl, header: "<glew.h>", importc: "glGetImageHandleARB"
.}
proc getTextureHandleARB(texture: uint32): uint64 {.
cdecl, header: "<glew.h>", importc: "glGetTextureHandleARB"
.}
proc getTextureSamplerHandleARB(texture: uint32; sampler: uint32): uint64 {.
cdecl, header: "<glew.h>", importc: "glGetTextureSamplerHandleARB"
.}
proc getVertexAttribLui64vARB(index: uint32; pname: GLenum; params: ptr uint64): void {.
cdecl, header: "<glew.h>", importc: "glGetVertexAttribLui64vARB"
.}
proc isImageHandleResidentARB(handle: uint64): bool {.
cdecl, header: "<glew.h>", importc: "glIsImageHandleResidentARB"
.}
proc isTextureHandleResidentARB(handle: uint64): bool {.
cdecl, header: "<glew.h>", importc: "glIsTextureHandleResidentARB"
.}
proc makeImageHandleNonResidentARB(handle: uint64): void {.
cdecl, header: "<glew.h>", importc: "glMakeImageHandleNonResidentARB"
.}
proc makeImageHandleResidentARB(handle: uint64; access: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glMakeImageHandleResidentARB"
.}
proc makeTextureHandleNonResidentARB(handle: uint64): void {.
cdecl, header: "<glew.h>", importc: "glMakeTextureHandleNonResidentARB"
.}
proc makeTextureHandleResidentARB(handle: uint64): void {.
cdecl, header: "<glew.h>", importc: "glMakeTextureHandleResidentARB"
.}
proc programUniformHandleui64ARB(program: uint32; location: int32; value: uint64): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniformHandleui64ARB"
.}
proc programUniformHandleui64vARB(program: uint32; location: int32; count: int32;
                                 values: ptr uint64): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniformHandleui64vARB"
.}
proc uniformHandleui64ARB(location: int32; value: uint64): void {.
cdecl, header: "<glew.h>", importc: "glUniformHandleui64ARB"
.}
proc uniformHandleui64vARB(location: int32; count: int32; value: ptr uint64): void {.
cdecl, header: "<glew.h>", importc: "glUniformHandleui64vARB"
.}
proc vertexAttribL1ui64ARB(index: uint32; x: uint64): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribL1ui64ARB"
.}
proc vertexAttribL1ui64vARB(index: uint32; v: ptr uint64): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribL1ui64vARB"
.}
proc bindFragDataLocationIndexed(program: uint32; colorNumber: uint32; index: uint32;
                                name: cstring): void {.
cdecl, header: "<glew.h>", importc: "glBindFragDataLocationIndexed"
.}
proc getFragDataIndex(program: uint32; name: cstring): int32 {.
cdecl, header: "<glew.h>", importc: "glGetFragDataIndex"
.}
proc bufferStorage(target: GLenum; size: int32; data: pointer; flags: uint32): void {.
cdecl, header: "<glew.h>", importc: "glBufferStorage"
.}
proc clearBufferData(target: GLenum; internalformat: GLenum; format: GLenum;
                    tipe: GLenum; data: pointer): void {.
cdecl, header: "<glew.h>", importc: "glClearBufferData"
.}
proc clearBufferSubData(target: GLenum; internalformat: GLenum; offset: int32;
                       size: int32; format: GLenum; tipe: GLenum; data: pointer): void {.
cdecl, header: "<glew.h>", importc: "glClearBufferSubData"
.}
proc clearNamedBufferDataEXT(buffer: uint32; internalformat: GLenum; format: GLenum;
                            tipe: GLenum; data: pointer): void {.
cdecl, header: "<glew.h>", importc: "glClearNamedBufferDataEXT"
.}
proc clearNamedBufferSubDataEXT(buffer: uint32; internalformat: GLenum;
                               offset: int32; size: int32; format: GLenum;
                               tipe: GLenum; data: pointer): void {.
cdecl, header: "<glew.h>", importc: "glClearNamedBufferSubDataEXT"
.}
proc clearTexImage(texture: uint32; level: int32; format: GLenum; tipe: GLenum;
                  data: pointer): void {.
cdecl, header: "<glew.h>", importc: "glClearTexImage"
.}
proc clearTexSubImage(texture: uint32; level: int32; xoffset: int32; yoffset: int32;
                     zoffset: int32; width: int32; height: int32; depth: int32;
                     format: GLenum; tipe: GLenum; data: pointer): void {.
cdecl, header: "<glew.h>", importc: "glClearTexSubImage"
.}
proc clipControl(origin: GLenum; depth: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glClipControl"
.}
proc clampColorARB(target: GLenum; clamp: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glClampColorARB"
.}
proc dispatchCompute(num_groups_x: uint32; num_groups_y: uint32; num_groups_z: uint32): void {.
cdecl, header: "<glew.h>", importc: "glDispatchCompute"
.}
proc dispatchComputeIndirect(indirect: int32): void {.
cdecl, header: "<glew.h>", importc: "glDispatchComputeIndirect"
.}
proc dispatchComputeGroupSizeARB(num_groups_x: uint32; num_groups_y: uint32;
                                num_groups_z: uint32; group_size_x: uint32;
                                group_size_y: uint32; group_size_z: uint32): void {.
cdecl, header: "<glew.h>", importc: "glDispatchComputeGroupSizeARB"
.}
proc copyBufferSubData(readtarget: GLenum; writetarget: GLenum; readoffset: int32;
                      writeoffset: int32; size: int32): void {.
cdecl, header: "<glew.h>", importc: "glCopyBufferSubData"
.}
proc copyImageSubData(srcName: uint32; srcTarget: GLenum; srcLevel: int32; srcX: int32;
                     srcY: int32; srcZ: int32; dstName: uint32; dstTarget: GLenum;
                     dstLevel: int32; dstX: int32; dstY: int32; dstZ: int32;
                     srcWidth: int32; srcHeight: int32; srcDepth: int32): void {.
cdecl, header: "<glew.h>", importc: "glCopyImageSubData"
.}
proc debugMessageControlARB(source: GLenum; tipe: GLenum; severity: GLenum;
                           count: int32; ids: ptr uint32; enabled: bool): void {.
cdecl, header: "<glew.h>", importc: "glDebugMessageControlARB"
.}
proc debugMessageInsertARB(source: GLenum; tipe: GLenum; id: uint32; severity: GLenum;
                          length: int32; buf: cstring): void {.
cdecl, header: "<glew.h>", importc: "glDebugMessageInsertARB"
.}
proc getDebugMessageLogARB(count: uint32; bufSize: int32; sources: ptr GLenum;
                          types: ptr GLenum; ids: ptr uint32; severities: ptr GLenum;
                          lengths: ptr int32; messageLog: ptr char): uint32 {.
cdecl, header: "<glew.h>", importc: "glGetDebugMessageLogARB"
.}
proc bindTextureUnit(unit: uint32; texture: uint32): void {.
cdecl, header: "<glew.h>", importc: "glBindTextureUnit"
.}
proc blitNamedFramebuffer(readFramebuffer: uint32; drawFramebuffer: uint32;
                         srcX0: int32; srcY0: int32; srcX1: int32; srcY1: int32;
                         dstX0: int32; dstY0: int32; dstX1: int32; dstY1: int32;
                         mask: uint32; filter: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glBlitNamedFramebuffer"
.}
proc checkNamedFramebufferStatus(framebuffer: uint32; target: GLenum): GLenum {.
cdecl, header: "<glew.h>", importc: "glCheckNamedFramebufferStatus"
.}
proc clearNamedBufferData(buffer: uint32; internalformat: GLenum; format: GLenum;
                         tipe: GLenum; data: pointer): void {.
cdecl, header: "<glew.h>", importc: "glClearNamedBufferData"
.}
proc clearNamedBufferSubData(buffer: uint32; internalformat: GLenum; offset: int32;
                            size: int32; format: GLenum; tipe: GLenum; data: pointer): void {.
cdecl, header: "<glew.h>", importc: "glClearNamedBufferSubData"
.}
proc clearNamedFramebufferfi(framebuffer: uint32; buffer: GLenum; drawbuffer: int32;
                            depth: float32; stencil: int32): void {.
cdecl, header: "<glew.h>", importc: "glClearNamedFramebufferfi"
.}
proc clearNamedFramebufferfv(framebuffer: uint32; buffer: GLenum; drawbuffer: int32;
                            value: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glClearNamedFramebufferfv"
.}
proc clearNamedFramebufferiv(framebuffer: uint32; buffer: GLenum; drawbuffer: int32;
                            value: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glClearNamedFramebufferiv"
.}
proc clearNamedFramebufferuiv(framebuffer: uint32; buffer: GLenum; drawbuffer: int32;
                             value: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glClearNamedFramebufferuiv"
.}
proc compressedTextureSubImage1D(texture: uint32; level: int32; xoffset: int32;
                                width: int32; format: GLenum; imageSize: int32;
                                data: pointer): void {.
cdecl, header: "<glew.h>", importc: "glCompressedTextureSubImage1D"
.}
proc compressedTextureSubImage2D(texture: uint32; level: int32; xoffset: int32;
                                yoffset: int32; width: int32; height: int32;
                                format: GLenum; imageSize: int32; data: pointer): void {.
cdecl, header: "<glew.h>", importc: "glCompressedTextureSubImage2D"
.}
proc compressedTextureSubImage3D(texture: uint32; level: int32; xoffset: int32;
                                yoffset: int32; zoffset: int32; width: int32;
                                height: int32; depth: int32; format: GLenum;
                                imageSize: int32; data: pointer): void {.
cdecl, header: "<glew.h>", importc: "glCompressedTextureSubImage3D"
.}
proc copyNamedBufferSubData(readBuffer: uint32; writeBuffer: uint32;
                           readOffset: int32; writeOffset: int32; size: int32): void {.
cdecl, header: "<glew.h>", importc: "glCopyNamedBufferSubData"
.}
proc copyTextureSubImage1D(texture: uint32; level: int32; xoffset: int32; x: int32;
                          y: int32; width: int32): void {.
cdecl, header: "<glew.h>", importc: "glCopyTextureSubImage1D"
.}
proc copyTextureSubImage2D(texture: uint32; level: int32; xoffset: int32;
                          yoffset: int32; x: int32; y: int32; width: int32;
                          height: int32): void {.
cdecl, header: "<glew.h>", importc: "glCopyTextureSubImage2D"
.}
proc copyTextureSubImage3D(texture: uint32; level: int32; xoffset: int32;
                          yoffset: int32; zoffset: int32; x: int32; y: int32;
                          width: int32; height: int32): void {.
cdecl, header: "<glew.h>", importc: "glCopyTextureSubImage3D"
.}
proc createBuffers(n: int32; buffers: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glCreateBuffers"
.}
proc createFramebuffers(n: int32; framebuffers: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glCreateFramebuffers"
.}
proc createProgramPipelines(n: int32; pipelines: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glCreateProgramPipelines"
.}
proc createQueries(target: GLenum; n: int32; ids: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glCreateQueries"
.}
proc createRenderbuffers(n: int32; renderbuffers: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glCreateRenderbuffers"
.}
proc createSamplers(n: int32; samplers: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glCreateSamplers"
.}
proc createTextures(target: GLenum; n: int32; textures: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glCreateTextures"
.}
proc createTransformFeedbacks(n: int32; ids: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glCreateTransformFeedbacks"
.}
proc createVertexArrays(n: int32; arrays: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glCreateVertexArrays"
.}
proc disableVertexArrayAttrib(vaobj: uint32; index: uint32): void {.
cdecl, header: "<glew.h>", importc: "glDisableVertexArrayAttrib"
.}
proc enableVertexArrayAttrib(vaobj: uint32; index: uint32): void {.
cdecl, header: "<glew.h>", importc: "glEnableVertexArrayAttrib"
.}
proc flushMappedNamedBufferRange(buffer: uint32; offset: int32; length: int32): void {.
cdecl, header: "<glew.h>", importc: "glFlushMappedNamedBufferRange"
.}
proc generateTextureMipmap(texture: uint32): void {.
cdecl, header: "<glew.h>", importc: "glGenerateTextureMipmap"
.}
proc getCompressedTextureImage(texture: uint32; level: int32; bufSize: int32;
                              pixels: pointer): void {.
cdecl, header: "<glew.h>", importc: "glGetCompressedTextureImage"
.}
proc getNamedBufferParameteri64v(buffer: uint32; pname: GLenum; params: ptr int64): void {.
cdecl, header: "<glew.h>", importc: "glGetNamedBufferParameteri64v"
.}
proc getNamedBufferParameteriv(buffer: uint32; pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetNamedBufferParameteriv"
.}
proc getNamedBufferPointerv(buffer: uint32; pname: GLenum; params: ptr void): void {.
cdecl, header: "<glew.h>", importc: "glGetNamedBufferPointerv"
.}
proc getNamedBufferSubData(buffer: uint32; offset: int32; size: int32; data: pointer): void {.
cdecl, header: "<glew.h>", importc: "glGetNamedBufferSubData"
.}
proc getNamedFramebufferAttachmentParameteriv(framebuffer: uint32;
    attachment: GLenum; pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetNamedFramebufferAttachmentParameteriv"
.}
proc getNamedFramebufferParameteriv(framebuffer: uint32; pname: GLenum;
                                   param: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetNamedFramebufferParameteriv"
.}
proc getNamedRenderbufferParameteriv(renderbuffer: uint32; pname: GLenum;
                                    params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetNamedRenderbufferParameteriv"
.}
proc getQueryBufferObjecti64v(id: uint32; buffer: uint32; pname: GLenum; offset: int32): void {.
cdecl, header: "<glew.h>", importc: "glGetQueryBufferObjecti64v"
.}
proc getQueryBufferObjectiv(id: uint32; buffer: uint32; pname: GLenum; offset: int32): void {.
cdecl, header: "<glew.h>", importc: "glGetQueryBufferObjectiv"
.}
proc getQueryBufferObjectui64v(id: uint32; buffer: uint32; pname: GLenum; offset: int32): void {.
cdecl, header: "<glew.h>", importc: "glGetQueryBufferObjectui64v"
.}
proc getQueryBufferObjectuiv(id: uint32; buffer: uint32; pname: GLenum; offset: int32): void {.
cdecl, header: "<glew.h>", importc: "glGetQueryBufferObjectuiv"
.}
proc getTextureImage(texture: uint32; level: int32; format: GLenum; tipe: GLenum;
                    bufSize: int32; pixels: pointer): void {.
cdecl, header: "<glew.h>", importc: "glGetTextureImage"
.}
proc getTextureLevelParameterfv(texture: uint32; level: int32; pname: GLenum;
                               params: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glGetTextureLevelParameterfv"
.}
proc getTextureLevelParameteriv(texture: uint32; level: int32; pname: GLenum;
                               params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetTextureLevelParameteriv"
.}
proc getTextureParameterIiv(texture: uint32; pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetTextureParameterIiv"
.}
proc getTextureParameterIuiv(texture: uint32; pname: GLenum; params: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glGetTextureParameterIuiv"
.}
proc getTextureParameterfv(texture: uint32; pname: GLenum; params: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glGetTextureParameterfv"
.}
proc getTextureParameteriv(texture: uint32; pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetTextureParameteriv"
.}
proc getTransformFeedbacki64_v(xfb: uint32; pname: GLenum; index: uint32;
                              param: ptr int64): void {.
cdecl, header: "<glew.h>", importc: "glGetTransformFeedbacki64_v"
.}
proc getTransformFeedbacki_v(xfb: uint32; pname: GLenum; index: uint32;
                            param: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetTransformFeedbacki_v"
.}
proc getTransformFeedbackiv(xfb: uint32; pname: GLenum; param: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetTransformFeedbackiv"
.}
proc getVertexArrayIndexed64iv(vaobj: uint32; index: uint32; pname: GLenum;
                              param: ptr int64): void {.
cdecl, header: "<glew.h>", importc: "glGetVertexArrayIndexed64iv"
.}
proc getVertexArrayIndexediv(vaobj: uint32; index: uint32; pname: GLenum;
                            param: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetVertexArrayIndexediv"
.}
proc getVertexArrayiv(vaobj: uint32; pname: GLenum; param: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetVertexArrayiv"
.}
proc invalidateNamedFramebufferData(framebuffer: uint32; numAttachments: int32;
                                   attachments: ptr GLenum): void {.
cdecl, header: "<glew.h>", importc: "glInvalidateNamedFramebufferData"
.}
proc invalidateNamedFramebufferSubData(framebuffer: uint32; numAttachments: int32;
                                      attachments: ptr GLenum; x: int32; y: int32;
                                      width: int32; height: int32): void {.
cdecl, header: "<glew.h>", importc: "glInvalidateNamedFramebufferSubData"
.}
proc mapNamedBuffer(buffer: uint32; access: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glMapNamedBuffer"
.}
proc mapNamedBufferRange(buffer: uint32; offset: int32; length: int32; access: uint32): void {.
cdecl, header: "<glew.h>", importc: "glMapNamedBufferRange"
.}
proc namedBufferData(buffer: uint32; size: int32; data: pointer; usage: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glNamedBufferData"
.}
proc namedBufferStorage(buffer: uint32; size: int32; data: pointer; flags: uint32): void {.
cdecl, header: "<glew.h>", importc: "glNamedBufferStorage"
.}
proc namedBufferSubData(buffer: uint32; offset: int32; size: int32; data: pointer): void {.
cdecl, header: "<glew.h>", importc: "glNamedBufferSubData"
.}
proc namedFramebufferDrawBuffer(framebuffer: uint32; mode: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glNamedFramebufferDrawBuffer"
.}
proc namedFramebufferDrawBuffers(framebuffer: uint32; n: int32; bufs: ptr GLenum): void {.
cdecl, header: "<glew.h>", importc: "glNamedFramebufferDrawBuffers"
.}
proc namedFramebufferParameteri(framebuffer: uint32; pname: GLenum; param: int32): void {.
cdecl, header: "<glew.h>", importc: "glNamedFramebufferParameteri"
.}
proc namedFramebufferReadBuffer(framebuffer: uint32; mode: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glNamedFramebufferReadBuffer"
.}
proc namedFramebufferRenderbuffer(framebuffer: uint32; attachment: GLenum;
                                 renderbuffertarget: GLenum; renderbuffer: uint32): void {.
cdecl, header: "<glew.h>", importc: "glNamedFramebufferRenderbuffer"
.}
proc namedFramebufferTexture(framebuffer: uint32; attachment: GLenum;
                            texture: uint32; level: int32): void {.
cdecl, header: "<glew.h>", importc: "glNamedFramebufferTexture"
.}
proc namedFramebufferTextureLayer(framebuffer: uint32; attachment: GLenum;
                                 texture: uint32; level: int32; layer: int32): void {.
cdecl, header: "<glew.h>", importc: "glNamedFramebufferTextureLayer"
.}
proc namedRenderbufferStorage(renderbuffer: uint32; internalformat: GLenum;
                             width: int32; height: int32): void {.
cdecl, header: "<glew.h>", importc: "glNamedRenderbufferStorage"
.}
proc namedRenderbufferStorageMultisample(renderbuffer: uint32; samples: int32;
                                        internalformat: GLenum; width: int32;
                                        height: int32): void {.
cdecl, header: "<glew.h>", importc: "glNamedRenderbufferStorageMultisample"
.}
proc textureBuffer(texture: uint32; internalformat: GLenum; buffer: uint32): void {.
cdecl, header: "<glew.h>", importc: "glTextureBuffer"
.}
proc textureBufferRange(texture: uint32; internalformat: GLenum; buffer: uint32;
                       offset: int32; size: int32): void {.
cdecl, header: "<glew.h>", importc: "glTextureBufferRange"
.}
proc textureParameterIiv(texture: uint32; pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glTextureParameterIiv"
.}
proc textureParameterIuiv(texture: uint32; pname: GLenum; params: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glTextureParameterIuiv"
.}
proc textureParameterf(texture: uint32; pname: GLenum; param: float32): void {.
cdecl, header: "<glew.h>", importc: "glTextureParameterf"
.}
proc textureParameterfv(texture: uint32; pname: GLenum; param: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glTextureParameterfv"
.}
proc textureParameteri(texture: uint32; pname: GLenum; param: int32): void {.
cdecl, header: "<glew.h>", importc: "glTextureParameteri"
.}
proc textureParameteriv(texture: uint32; pname: GLenum; param: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glTextureParameteriv"
.}
proc textureStorage1D(texture: uint32; levels: int32; internalformat: GLenum;
                     width: int32): void {.
cdecl, header: "<glew.h>", importc: "glTextureStorage1D"
.}
proc textureStorage2D(texture: uint32; levels: int32; internalformat: GLenum;
                     width: int32; height: int32): void {.
cdecl, header: "<glew.h>", importc: "glTextureStorage2D"
.}
proc textureStorage2DMultisample(texture: uint32; samples: int32;
                                internalformat: GLenum; width: int32; height: int32;
                                fixedsamplelocations: bool): void {.
cdecl, header: "<glew.h>", importc: "glTextureStorage2DMultisample"
.}
proc textureStorage3D(texture: uint32; levels: int32; internalformat: GLenum;
                     width: int32; height: int32; depth: int32): void {.
cdecl, header: "<glew.h>", importc: "glTextureStorage3D"
.}
proc textureStorage3DMultisample(texture: uint32; samples: int32;
                                internalformat: GLenum; width: int32; height: int32;
                                depth: int32; fixedsamplelocations: bool): void {.
cdecl, header: "<glew.h>", importc: "glTextureStorage3DMultisample"
.}
proc textureSubImage1D(texture: uint32; level: int32; xoffset: int32; width: int32;
                      format: GLenum; tipe: GLenum; pixels: pointer): void {.
cdecl, header: "<glew.h>", importc: "glTextureSubImage1D"
.}
proc textureSubImage2D(texture: uint32; level: int32; xoffset: int32; yoffset: int32;
                      width: int32; height: int32; format: GLenum; tipe: GLenum;
                      pixels: pointer): void {.
cdecl, header: "<glew.h>", importc: "glTextureSubImage2D"
.}
proc textureSubImage3D(texture: uint32; level: int32; xoffset: int32; yoffset: int32;
                      zoffset: int32; width: int32; height: int32; depth: int32;
                      format: GLenum; tipe: GLenum; pixels: pointer): void {.
cdecl, header: "<glew.h>", importc: "glTextureSubImage3D"
.}
proc transformFeedbackBufferBase(xfb: uint32; index: uint32; buffer: uint32): void {.
cdecl, header: "<glew.h>", importc: "glTransformFeedbackBufferBase"
.}
proc transformFeedbackBufferRange(xfb: uint32; index: uint32; buffer: uint32;
                                 offset: int32; size: int32): void {.
cdecl, header: "<glew.h>", importc: "glTransformFeedbackBufferRange"
.}
proc unmapNamedBuffer(buffer: uint32): bool {.
cdecl, header: "<glew.h>", importc: "glUnmapNamedBuffer"
.}
proc vertexArrayAttribBinding(vaobj: uint32; attribindex: uint32;
                             bindingindex: uint32): void {.
cdecl, header: "<glew.h>", importc: "glVertexArrayAttribBinding"
.}
proc vertexArrayAttribFormat(vaobj: uint32; attribindex: uint32; size: int32;
                            tipe: GLenum; normalized: bool; relativeoffset: uint32): void {.
cdecl, header: "<glew.h>", importc: "glVertexArrayAttribFormat"
.}
proc vertexArrayAttribIFormat(vaobj: uint32; attribindex: uint32; size: int32;
                             tipe: GLenum; relativeoffset: uint32): void {.
cdecl, header: "<glew.h>", importc: "glVertexArrayAttribIFormat"
.}
proc vertexArrayAttribLFormat(vaobj: uint32; attribindex: uint32; size: int32;
                             tipe: GLenum; relativeoffset: uint32): void {.
cdecl, header: "<glew.h>", importc: "glVertexArrayAttribLFormat"
.}
proc vertexArrayBindingDivisor(vaobj: uint32; bindingindex: uint32; divisor: uint32): void {.
cdecl, header: "<glew.h>", importc: "glVertexArrayBindingDivisor"
.}
proc vertexArrayElementBuffer(vaobj: uint32; buffer: uint32): void {.
cdecl, header: "<glew.h>", importc: "glVertexArrayElementBuffer"
.}
proc vertexArrayVertexBuffer(vaobj: uint32; bindingindex: uint32; buffer: uint32;
                            offset: int32; stride: int32): void {.
cdecl, header: "<glew.h>", importc: "glVertexArrayVertexBuffer"
.}
proc vertexArrayVertexBuffers(vaobj: uint32; first: uint32; count: int32;
                             buffers: ptr uint32; offsets: ptr int32;
                             strides: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glVertexArrayVertexBuffers"
.}
proc drawBuffersARB(n: int32; bufs: ptr GLenum): void {.
cdecl, header: "<glew.h>", importc: "glDrawBuffersARB"
.}
proc blendEquationSeparateiARB(buf: uint32; modeRGB: GLenum; modeAlpha: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glBlendEquationSeparateiARB"
.}
proc blendEquationiARB(buf: uint32; mode: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glBlendEquationiARB"
.}
proc blendFuncSeparateiARB(buf: uint32; srcRGB: GLenum; dstRGB: GLenum;
                          srcAlpha: GLenum; dstAlpha: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glBlendFuncSeparateiARB"
.}
proc blendFunciARB(buf: uint32; src: GLenum; dst: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glBlendFunciARB"
.}
proc drawElementsBaseVertex(mode: GLenum; count: int32; tipe: GLenum; indices: pointer;
                           basevertex: int32): void {.
cdecl, header: "<glew.h>", importc: "glDrawElementsBaseVertex"
.}
proc drawElementsInstancedBaseVertex(mode: GLenum; count: int32; tipe: GLenum;
                                    indices: pointer; primcount: int32;
                                    basevertex: int32): void {.
cdecl, header: "<glew.h>", importc: "glDrawElementsInstancedBaseVertex"
.}
proc drawRangeElementsBaseVertex(mode: GLenum; start: uint32; glEnd: uint32;
                                count: int32; tipe: GLenum; indices: pointer;
                                basevertex: int32): void {.
cdecl, header: "<glew.h>", importc: "glDrawRangeElementsBaseVertex"
.}
proc multiDrawElementsBaseVertex(mode: GLenum; count: ptr int32; tipe: GLenum;
                                indices: ptr void; primcount: int32;
                                basevertex: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glMultiDrawElementsBaseVertex"
.}
proc drawArraysIndirect(mode: GLenum; indirect: pointer): void {.
cdecl, header: "<glew.h>", importc: "glDrawArraysIndirect"
.}
proc drawElementsIndirect(mode: GLenum; tipe: GLenum; indirect: pointer): void {.
cdecl, header: "<glew.h>", importc: "glDrawElementsIndirect"
.}
proc framebufferParameteri(target: GLenum; pname: GLenum; param: int32): void {.
cdecl, header: "<glew.h>", importc: "glFramebufferParameteri"
.}
proc getFramebufferParameteriv(target: GLenum; pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetFramebufferParameteriv"
.}
proc getNamedFramebufferParameterivEXT(framebuffer: uint32; pname: GLenum;
                                      params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetNamedFramebufferParameterivEXT"
.}
proc namedFramebufferParameteriEXT(framebuffer: uint32; pname: GLenum; param: int32): void {.
cdecl, header: "<glew.h>", importc: "glNamedFramebufferParameteriEXT"
.}
proc bindFramebuffer(target: GLenum; framebuffer: uint32): void {.
cdecl, header: "<glew.h>", importc: "glBindFramebuffer"
.}
proc bindRenderbuffer(target: GLenum; renderbuffer: uint32): void {.
cdecl, header: "<glew.h>", importc: "glBindRenderbuffer"
.}
proc blitFramebuffer(srcX0: int32; srcY0: int32; srcX1: int32; srcY1: int32;
                    dstX0: int32; dstY0: int32; dstX1: int32; dstY1: int32;
                    mask: uint32; filter: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glBlitFramebuffer"
.}
proc checkFramebufferStatus(target: GLenum): GLenum {.
cdecl, header: "<glew.h>", importc: "glCheckFramebufferStatus"
.}
proc deleteFramebuffers(n: int32; framebuffers: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glDeleteFramebuffers"
.}
proc deleteRenderbuffers(n: int32; renderbuffers: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glDeleteRenderbuffers"
.}
proc framebufferRenderbuffer(target: GLenum; attachment: GLenum;
                            renderbuffertarget: GLenum; renderbuffer: uint32): void {.
cdecl, header: "<glew.h>", importc: "glFramebufferRenderbuffer"
.}
proc framebufferTexture1D(target: GLenum; attachment: GLenum; textarget: GLenum;
                         texture: uint32; level: int32): void {.
cdecl, header: "<glew.h>", importc: "glFramebufferTexture1D"
.}
proc framebufferTexture2D(target: GLenum; attachment: GLenum; textarget: GLenum;
                         texture: uint32; level: int32): void {.
cdecl, header: "<glew.h>", importc: "glFramebufferTexture2D"
.}
proc framebufferTexture3D(target: GLenum; attachment: GLenum; textarget: GLenum;
                         texture: uint32; level: int32; layer: int32): void {.
cdecl, header: "<glew.h>", importc: "glFramebufferTexture3D"
.}
proc framebufferTextureLayer(target: GLenum; attachment: GLenum; texture: uint32;
                            level: int32; layer: int32): void {.
cdecl, header: "<glew.h>", importc: "glFramebufferTextureLayer"
.}
proc genFramebuffers(n: int32; framebuffers: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glGenFramebuffers"
.}
proc genRenderbuffers(n: int32; renderbuffers: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glGenRenderbuffers"
.}
proc generateMipmap(target: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glGenerateMipmap"
.}
proc getFramebufferAttachmentParameteriv(target: GLenum; attachment: GLenum;
                                        pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetFramebufferAttachmentParameteriv"
.}
proc getRenderbufferParameteriv(target: GLenum; pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetRenderbufferParameteriv"
.}
proc isFramebuffer(framebuffer: uint32): bool {.
cdecl, header: "<glew.h>", importc: "glIsFramebuffer"
.}
proc isRenderbuffer(renderbuffer: uint32): bool {.
cdecl, header: "<glew.h>", importc: "glIsRenderbuffer"
.}
proc renderbufferStorage(target: GLenum; internalformat: GLenum; width: int32;
                        height: int32): void {.
cdecl, header: "<glew.h>", importc: "glRenderbufferStorage"
.}
proc renderbufferStorageMultisample(target: GLenum; samples: int32;
                                   internalformat: GLenum; width: int32;
                                   height: int32): void {.
cdecl, header: "<glew.h>", importc: "glRenderbufferStorageMultisample"
.}
proc framebufferTextureARB(target: GLenum; attachment: GLenum; texture: uint32;
                          level: int32): void {.
cdecl, header: "<glew.h>", importc: "glFramebufferTextureARB"
.}
proc framebufferTextureFaceARB(target: GLenum; attachment: GLenum; texture: uint32;
                              level: int32; face: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glFramebufferTextureFaceARB"
.}
proc framebufferTextureLayerARB(target: GLenum; attachment: GLenum; texture: uint32;
                               level: int32; layer: int32): void {.
cdecl, header: "<glew.h>", importc: "glFramebufferTextureLayerARB"
.}
proc programParameteriARB(program: uint32; pname: GLenum; value: int32): void {.
cdecl, header: "<glew.h>", importc: "glProgramParameteriARB"
.}
proc getProgramBinary(program: uint32; bufSize: int32; length: ptr int32;
                     binaryFormat: ptr GLenum; binary: pointer): void {.
cdecl, header: "<glew.h>", importc: "glGetProgramBinary"
.}
proc programBinary(program: uint32; binaryFormat: GLenum; binary: pointer;
                  length: int32): void {.
cdecl, header: "<glew.h>", importc: "glProgramBinary"
.}
proc programParameteri(program: uint32; pname: GLenum; value: int32): void {.
cdecl, header: "<glew.h>", importc: "glProgramParameteri"
.}
proc getCompressedTextureSubImage(texture: uint32; level: int32; xoffset: int32;
                                 yoffset: int32; zoffset: int32; width: int32;
                                 height: int32; depth: int32; bufSize: int32;
                                 pixels: pointer): void {.
cdecl, header: "<glew.h>", importc: "glGetCompressedTextureSubImage"
.}
proc getTextureSubImage(texture: uint32; level: int32; xoffset: int32; yoffset: int32;
                       zoffset: int32; width: int32; height: int32; depth: int32;
                       format: GLenum; tipe: GLenum; bufSize: int32; pixels: pointer): void {.
cdecl, header: "<glew.h>", importc: "glGetTextureSubImage"
.}
proc specializeShaderARB(shader: uint32; pEntryPoint: cstring;
                        numSpecializationConstants: uint32;
                        pConstantIndex: ptr uint32; pConstantValue: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glSpecializeShaderARB"
.}
proc getUniformdv(program: uint32; location: int32; params: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glGetUniformdv"
.}
proc uniform1d(location: int32; x: float64): void {.
cdecl, header: "<glew.h>", importc: "glUniform1d"
.}
proc uniform1dv(location: int32; count: int32; value: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glUniform1dv"
.}
proc uniform2d(location: int32; x: float64; y: float64): void {.
cdecl, header: "<glew.h>", importc: "glUniform2d"
.}
proc uniform2dv(location: int32; count: int32; value: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glUniform2dv"
.}
proc uniform3d(location: int32; x: float64; y: float64; z: float64): void {.
cdecl, header: "<glew.h>", importc: "glUniform3d"
.}
proc uniform3dv(location: int32; count: int32; value: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glUniform3dv"
.}
proc uniform4d(location: int32; x: float64; y: float64; z: float64; w: float64): void {.
cdecl, header: "<glew.h>", importc: "glUniform4d"
.}
proc uniform4dv(location: int32; count: int32; value: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glUniform4dv"
.}
proc uniformMatrix2dv(location: int32; count: int32; transpose: bool;
                     value: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glUniformMatrix2dv"
.}
proc uniformMatrix2x3dv(location: int32; count: int32; transpose: bool;
                       value: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glUniformMatrix2x3dv"
.}
proc uniformMatrix2x4dv(location: int32; count: int32; transpose: bool;
                       value: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glUniformMatrix2x4dv"
.}
proc uniformMatrix3dv(location: int32; count: int32; transpose: bool;
                     value: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glUniformMatrix3dv"
.}
proc uniformMatrix3x2dv(location: int32; count: int32; transpose: bool;
                       value: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glUniformMatrix3x2dv"
.}
proc uniformMatrix3x4dv(location: int32; count: int32; transpose: bool;
                       value: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glUniformMatrix3x4dv"
.}
proc uniformMatrix4dv(location: int32; count: int32; transpose: bool;
                     value: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glUniformMatrix4dv"
.}
proc uniformMatrix4x2dv(location: int32; count: int32; transpose: bool;
                       value: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glUniformMatrix4x2dv"
.}
proc uniformMatrix4x3dv(location: int32; count: int32; transpose: bool;
                       value: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glUniformMatrix4x3dv"
.}
proc getUniformi64vARB(program: uint32; location: int32; params: ptr int64): void {.
cdecl, header: "<glew.h>", importc: "glGetUniformi64vARB"
.}
proc getUniformui64vARB(program: uint32; location: int32; params: ptr uint64): void {.
cdecl, header: "<glew.h>", importc: "glGetUniformui64vARB"
.}
proc getnUniformi64vARB(program: uint32; location: int32; bufSize: int32;
                       params: ptr int64): void {.
cdecl, header: "<glew.h>", importc: "glGetnUniformi64vARB"
.}
proc getnUniformui64vARB(program: uint32; location: int32; bufSize: int32;
                        params: ptr uint64): void {.
cdecl, header: "<glew.h>", importc: "glGetnUniformui64vARB"
.}
proc programUniform1i64ARB(program: uint32; location: int32; x: int64): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniform1i64ARB"
.}
proc programUniform1i64vARB(program: uint32; location: int32; count: int32;
                           value: ptr int64): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniform1i64vARB"
.}
proc programUniform1ui64ARB(program: uint32; location: int32; x: uint64): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniform1ui64ARB"
.}
proc programUniform1ui64vARB(program: uint32; location: int32; count: int32;
                            value: ptr uint64): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniform1ui64vARB"
.}
proc programUniform2i64ARB(program: uint32; location: int32; x: int64; y: int64): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniform2i64ARB"
.}
proc programUniform2i64vARB(program: uint32; location: int32; count: int32;
                           value: ptr int64): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniform2i64vARB"
.}
proc programUniform2ui64ARB(program: uint32; location: int32; x: uint64; y: uint64): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniform2ui64ARB"
.}
proc programUniform2ui64vARB(program: uint32; location: int32; count: int32;
                            value: ptr uint64): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniform2ui64vARB"
.}
proc programUniform3i64ARB(program: uint32; location: int32; x: int64; y: int64; z: int64): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniform3i64ARB"
.}
proc programUniform3i64vARB(program: uint32; location: int32; count: int32;
                           value: ptr int64): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniform3i64vARB"
.}
proc programUniform3ui64ARB(program: uint32; location: int32; x: uint64; y: uint64;
                           z: uint64): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniform3ui64ARB"
.}
proc programUniform3ui64vARB(program: uint32; location: int32; count: int32;
                            value: ptr uint64): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniform3ui64vARB"
.}
proc programUniform4i64ARB(program: uint32; location: int32; x: int64; y: int64;
                          z: int64; w: int64): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniform4i64ARB"
.}
proc programUniform4i64vARB(program: uint32; location: int32; count: int32;
                           value: ptr int64): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniform4i64vARB"
.}
proc programUniform4ui64ARB(program: uint32; location: int32; x: uint64; y: uint64;
                           z: uint64; w: uint64): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniform4ui64ARB"
.}
proc programUniform4ui64vARB(program: uint32; location: int32; count: int32;
                            value: ptr uint64): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniform4ui64vARB"
.}
proc uniform1i64ARB(location: int32; x: int64): void {.
cdecl, header: "<glew.h>", importc: "glUniform1i64ARB"
.}
proc uniform1i64vARB(location: int32; count: int32; value: ptr int64): void {.
cdecl, header: "<glew.h>", importc: "glUniform1i64vARB"
.}
proc uniform1ui64ARB(location: int32; x: uint64): void {.
cdecl, header: "<glew.h>", importc: "glUniform1ui64ARB"
.}
proc uniform1ui64vARB(location: int32; count: int32; value: ptr uint64): void {.
cdecl, header: "<glew.h>", importc: "glUniform1ui64vARB"
.}
proc uniform2i64ARB(location: int32; x: int64; y: int64): void {.
cdecl, header: "<glew.h>", importc: "glUniform2i64ARB"
.}
proc uniform2i64vARB(location: int32; count: int32; value: ptr int64): void {.
cdecl, header: "<glew.h>", importc: "glUniform2i64vARB"
.}
proc uniform2ui64ARB(location: int32; x: uint64; y: uint64): void {.
cdecl, header: "<glew.h>", importc: "glUniform2ui64ARB"
.}
proc uniform2ui64vARB(location: int32; count: int32; value: ptr uint64): void {.
cdecl, header: "<glew.h>", importc: "glUniform2ui64vARB"
.}
proc uniform3i64ARB(location: int32; x: int64; y: int64; z: int64): void {.
cdecl, header: "<glew.h>", importc: "glUniform3i64ARB"
.}
proc uniform3i64vARB(location: int32; count: int32; value: ptr int64): void {.
cdecl, header: "<glew.h>", importc: "glUniform3i64vARB"
.}
proc uniform3ui64ARB(location: int32; x: uint64; y: uint64; z: uint64): void {.
cdecl, header: "<glew.h>", importc: "glUniform3ui64ARB"
.}
proc uniform3ui64vARB(location: int32; count: int32; value: ptr uint64): void {.
cdecl, header: "<glew.h>", importc: "glUniform3ui64vARB"
.}
proc uniform4i64ARB(location: int32; x: int64; y: int64; z: int64; w: int64): void {.
cdecl, header: "<glew.h>", importc: "glUniform4i64ARB"
.}
proc uniform4i64vARB(location: int32; count: int32; value: ptr int64): void {.
cdecl, header: "<glew.h>", importc: "glUniform4i64vARB"
.}
proc uniform4ui64ARB(location: int32; x: uint64; y: uint64; z: uint64; w: uint64): void {.
cdecl, header: "<glew.h>", importc: "glUniform4ui64ARB"
.}
proc uniform4ui64vARB(location: int32; count: int32; value: ptr uint64): void {.
cdecl, header: "<glew.h>", importc: "glUniform4ui64vARB"
.}
proc colorSubTable(target: GLenum; start: int32; count: int32; format: GLenum;
                  tipe: GLenum; data: pointer): void {.
cdecl, header: "<glew.h>", importc: "glColorSubTable"
.}
proc colorTable(target: GLenum; internalformat: GLenum; width: int32; format: GLenum;
               tipe: GLenum; table: pointer): void {.
cdecl, header: "<glew.h>", importc: "glColorTable"
.}
proc colorTableParameterfv(target: GLenum; pname: GLenum; params: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glColorTableParameterfv"
.}
proc colorTableParameteriv(target: GLenum; pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glColorTableParameteriv"
.}
proc convolutionFilter1D(target: GLenum; internalformat: GLenum; width: int32;
                        format: GLenum; tipe: GLenum; image: pointer): void {.
cdecl, header: "<glew.h>", importc: "glConvolutionFilter1D"
.}
proc convolutionFilter2D(target: GLenum; internalformat: GLenum; width: int32;
                        height: int32; format: GLenum; tipe: GLenum; image: pointer): void {.
cdecl, header: "<glew.h>", importc: "glConvolutionFilter2D"
.}
proc convolutionParameterf(target: GLenum; pname: GLenum; params: float32): void {.
cdecl, header: "<glew.h>", importc: "glConvolutionParameterf"
.}
proc convolutionParameterfv(target: GLenum; pname: GLenum; params: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glConvolutionParameterfv"
.}
proc convolutionParameteri(target: GLenum; pname: GLenum; params: int32): void {.
cdecl, header: "<glew.h>", importc: "glConvolutionParameteri"
.}
proc convolutionParameteriv(target: GLenum; pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glConvolutionParameteriv"
.}
proc copyColorSubTable(target: GLenum; start: int32; x: int32; y: int32; width: int32): void {.
cdecl, header: "<glew.h>", importc: "glCopyColorSubTable"
.}
proc copyColorTable(target: GLenum; internalformat: GLenum; x: int32; y: int32;
                   width: int32): void {.
cdecl, header: "<glew.h>", importc: "glCopyColorTable"
.}
proc copyConvolutionFilter1D(target: GLenum; internalformat: GLenum; x: int32;
                            y: int32; width: int32): void {.
cdecl, header: "<glew.h>", importc: "glCopyConvolutionFilter1D"
.}
proc copyConvolutionFilter2D(target: GLenum; internalformat: GLenum; x: int32;
                            y: int32; width: int32; height: int32): void {.
cdecl, header: "<glew.h>", importc: "glCopyConvolutionFilter2D"
.}
proc getColorTable(target: GLenum; format: GLenum; tipe: GLenum; table: pointer): void {.
cdecl, header: "<glew.h>", importc: "glGetColorTable"
.}
proc getColorTableParameterfv(target: GLenum; pname: GLenum; params: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glGetColorTableParameterfv"
.}
proc getColorTableParameteriv(target: GLenum; pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetColorTableParameteriv"
.}
proc getConvolutionFilter(target: GLenum; format: GLenum; tipe: GLenum; image: pointer): void {.
cdecl, header: "<glew.h>", importc: "glGetConvolutionFilter"
.}
proc getConvolutionParameterfv(target: GLenum; pname: GLenum; params: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glGetConvolutionParameterfv"
.}
proc getConvolutionParameteriv(target: GLenum; pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetConvolutionParameteriv"
.}
proc getHistogram(target: GLenum; reset: bool; format: GLenum; tipe: GLenum;
                 values: pointer): void {.
cdecl, header: "<glew.h>", importc: "glGetHistogram"
.}
proc getHistogramParameterfv(target: GLenum; pname: GLenum; params: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glGetHistogramParameterfv"
.}
proc getHistogramParameteriv(target: GLenum; pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetHistogramParameteriv"
.}
proc getMinmax(target: GLenum; reset: bool; format: GLenum; types: GLenum;
              values: pointer): void {.
cdecl, header: "<glew.h>", importc: "glGetMinmax"
.}
proc getMinmaxParameterfv(target: GLenum; pname: GLenum; params: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glGetMinmaxParameterfv"
.}
proc getMinmaxParameteriv(target: GLenum; pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetMinmaxParameteriv"
.}
proc getSeparableFilter(target: GLenum; format: GLenum; tipe: GLenum; row: pointer;
                       column: pointer; span: pointer): void {.
cdecl, header: "<glew.h>", importc: "glGetSeparableFilter"
.}
proc histogram(target: GLenum; width: int32; internalformat: GLenum; sink: bool): void {.
cdecl, header: "<glew.h>", importc: "glHistogram"
.}
proc minmax(target: GLenum; internalformat: GLenum; sink: bool): void {.
cdecl, header: "<glew.h>", importc: "glMinmax"
.}
proc resetHistogram(target: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glResetHistogram"
.}
proc resetMinmax(target: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glResetMinmax"
.}
proc separableFilter2D(target: GLenum; internalformat: GLenum; width: int32;
                      height: int32; format: GLenum; tipe: GLenum; row: pointer;
                      column: pointer): void {.
cdecl, header: "<glew.h>", importc: "glSeparableFilter2D"
.}
proc multiDrawArraysIndirectCountARB(mode: GLenum; indirect: pointer;
                                    drawcount: int32; maxdrawcount: int32;
                                    stride: int32): void {.
cdecl, header: "<glew.h>", importc: "glMultiDrawArraysIndirectCountARB"
.}
proc multiDrawElementsIndirectCountARB(mode: GLenum; tipe: GLenum; indirect: pointer;
                                      drawcount: int32; maxdrawcount: int32;
                                      stride: int32): void {.
cdecl, header: "<glew.h>", importc: "glMultiDrawElementsIndirectCountARB"
.}
proc drawArraysInstancedARB(mode: GLenum; first: int32; count: int32; primcount: int32): void {.
cdecl, header: "<glew.h>", importc: "glDrawArraysInstancedARB"
.}
proc drawElementsInstancedARB(mode: GLenum; count: int32; tipe: GLenum;
                             indices: pointer; primcount: int32): void {.
cdecl, header: "<glew.h>", importc: "glDrawElementsInstancedARB"
.}
proc vertexAttribDivisorARB(index: uint32; divisor: uint32): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribDivisorARB"
.}
proc getInternalformativ(target: GLenum; internalformat: GLenum; pname: GLenum;
                        bufSize: int32; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetInternalformativ"
.}
proc getInternalformati64v(target: GLenum; internalformat: GLenum; pname: GLenum;
                          bufSize: int32; params: ptr int64): void {.
cdecl, header: "<glew.h>", importc: "glGetInternalformati64v"
.}
proc invalidateBufferData(buffer: uint32): void {.
cdecl, header: "<glew.h>", importc: "glInvalidateBufferData"
.}
proc invalidateBufferSubData(buffer: uint32; offset: int32; length: int32): void {.
cdecl, header: "<glew.h>", importc: "glInvalidateBufferSubData"
.}
proc invalidateFramebuffer(target: GLenum; numAttachments: int32;
                          attachments: ptr GLenum): void {.
cdecl, header: "<glew.h>", importc: "glInvalidateFramebuffer"
.}
proc invalidateSubFramebuffer(target: GLenum; numAttachments: int32;
                             attachments: ptr GLenum; x: int32; y: int32; width: int32;
                             height: int32): void {.
cdecl, header: "<glew.h>", importc: "glInvalidateSubFramebuffer"
.}
proc invalidateTexImage(texture: uint32; level: int32): void {.
cdecl, header: "<glew.h>", importc: "glInvalidateTexImage"
.}
proc invalidateTexSubImage(texture: uint32; level: int32; xoffset: int32;
                          yoffset: int32; zoffset: int32; width: int32; height: int32;
                          depth: int32): void {.
cdecl, header: "<glew.h>", importc: "glInvalidateTexSubImage"
.}
proc flushMappedBufferRange(target: GLenum; offset: int32; length: int32): void {.
cdecl, header: "<glew.h>", importc: "glFlushMappedBufferRange"
.}
proc mapBufferRange(target: GLenum; offset: int32; length: int32; access: uint32): void {.
cdecl, header: "<glew.h>", importc: "glMapBufferRange"
.}
proc currentPaletteMatrixARB(index: int32): void {.
cdecl, header: "<glew.h>", importc: "glCurrentPaletteMatrixARB"
.}
proc matrixIndexPointerARB(size: int32; tipe: GLenum; stride: int32; poynter: pointer): void {.
cdecl, header: "<glew.h>", importc: "glMatrixIndexPointerARB"
.}
proc matrixIndexubvARB(size: int32; indices: ptr uint8): void {.
cdecl, header: "<glew.h>", importc: "glMatrixIndexubvARB"
.}
proc matrixIndexuivARB(size: int32; indices: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glMatrixIndexuivARB"
.}
proc matrixIndexusvARB(size: int32; indices: ptr uint16): void {.
cdecl, header: "<glew.h>", importc: "glMatrixIndexusvARB"
.}
proc bindBuffersBase(target: GLenum; first: uint32; count: int32; buffers: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glBindBuffersBase"
.}
proc bindBuffersRange(target: GLenum; first: uint32; count: int32; buffers: ptr uint32;
                     offsets: ptr int32; sizes: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glBindBuffersRange"
.}
proc bindImageTextures(first: uint32; count: int32; textures: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glBindImageTextures"
.}
proc bindSamplers(first: uint32; count: int32; samplers: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glBindSamplers"
.}
proc bindTextures(first: uint32; count: int32; textures: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glBindTextures"
.}
proc bindVertexBuffers(first: uint32; count: int32; buffers: ptr uint32;
                      offsets: ptr int32; strides: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glBindVertexBuffers"
.}
proc multiDrawArraysIndirect(mode: GLenum; indirect: pointer; primcount: int32;
                            stride: int32): void {.
cdecl, header: "<glew.h>", importc: "glMultiDrawArraysIndirect"
.}
proc multiDrawElementsIndirect(mode: GLenum; tipe: GLenum; indirect: pointer;
                              primcount: int32; stride: int32): void {.
cdecl, header: "<glew.h>", importc: "glMultiDrawElementsIndirect"
.}
proc sampleCoverageARB(value: float32; invert: bool): void {.
cdecl, header: "<glew.h>", importc: "glSampleCoverageARB"
.}
proc activeTextureARB(texture: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glActiveTextureARB"
.}
proc clientActiveTextureARB(texture: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glClientActiveTextureARB"
.}
proc multiTexCoord1dARB(target: GLenum; s: float64): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexCoord1dARB"
.}
proc multiTexCoord1dvARB(target: GLenum; v: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexCoord1dvARB"
.}
proc multiTexCoord1fARB(target: GLenum; s: float32): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexCoord1fARB"
.}
proc multiTexCoord1fvARB(target: GLenum; v: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexCoord1fvARB"
.}
proc multiTexCoord1iARB(target: GLenum; s: int32): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexCoord1iARB"
.}
proc multiTexCoord1ivARB(target: GLenum; v: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexCoord1ivARB"
.}
proc multiTexCoord1sARB(target: GLenum; s: int16): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexCoord1sARB"
.}
proc multiTexCoord1svARB(target: GLenum; v: ptr int16): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexCoord1svARB"
.}
proc multiTexCoord2dARB(target: GLenum; s: float64; t: float64): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexCoord2dARB"
.}
proc multiTexCoord2dvARB(target: GLenum; v: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexCoord2dvARB"
.}
proc multiTexCoord2fARB(target: GLenum; s: float32; t: float32): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexCoord2fARB"
.}
proc multiTexCoord2fvARB(target: GLenum; v: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexCoord2fvARB"
.}
proc multiTexCoord2iARB(target: GLenum; s: int32; t: int32): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexCoord2iARB"
.}
proc multiTexCoord2ivARB(target: GLenum; v: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexCoord2ivARB"
.}
proc multiTexCoord2sARB(target: GLenum; s: int16; t: int16): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexCoord2sARB"
.}
proc multiTexCoord2svARB(target: GLenum; v: ptr int16): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexCoord2svARB"
.}
proc multiTexCoord3dARB(target: GLenum; s: float64; t: float64; r: float64): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexCoord3dARB"
.}
proc multiTexCoord3dvARB(target: GLenum; v: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexCoord3dvARB"
.}
proc multiTexCoord3fARB(target: GLenum; s: float32; t: float32; r: float32): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexCoord3fARB"
.}
proc multiTexCoord3fvARB(target: GLenum; v: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexCoord3fvARB"
.}
proc multiTexCoord3iARB(target: GLenum; s: int32; t: int32; r: int32): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexCoord3iARB"
.}
proc multiTexCoord3ivARB(target: GLenum; v: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexCoord3ivARB"
.}
proc multiTexCoord3sARB(target: GLenum; s: int16; t: int16; r: int16): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexCoord3sARB"
.}
proc multiTexCoord3svARB(target: GLenum; v: ptr int16): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexCoord3svARB"
.}
proc multiTexCoord4dARB(target: GLenum; s: float64; t: float64; r: float64; q: float64): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexCoord4dARB"
.}
proc multiTexCoord4dvARB(target: GLenum; v: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexCoord4dvARB"
.}
proc multiTexCoord4fARB(target: GLenum; s: float32; t: float32; r: float32; q: float32): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexCoord4fARB"
.}
proc multiTexCoord4fvARB(target: GLenum; v: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexCoord4fvARB"
.}
proc multiTexCoord4iARB(target: GLenum; s: int32; t: int32; r: int32; q: int32): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexCoord4iARB"
.}
proc multiTexCoord4ivARB(target: GLenum; v: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexCoord4ivARB"
.}
proc multiTexCoord4sARB(target: GLenum; s: int16; t: int16; r: int16; q: int16): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexCoord4sARB"
.}
proc multiTexCoord4svARB(target: GLenum; v: ptr int16): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexCoord4svARB"
.}
proc beginQueryARB(target: GLenum; id: uint32): void {.
cdecl, header: "<glew.h>", importc: "glBeginQueryARB"
.}
proc deleteQueriesARB(n: int32; ids: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glDeleteQueriesARB"
.}
proc endQueryARB(target: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glEndQueryARB"
.}
proc genQueriesARB(n: int32; ids: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glGenQueriesARB"
.}
proc getQueryObjectivARB(id: uint32; pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetQueryObjectivARB"
.}
proc getQueryObjectuivARB(id: uint32; pname: GLenum; params: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glGetQueryObjectuivARB"
.}
proc getQueryivARB(target: GLenum; pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetQueryivARB"
.}
proc isQueryARB(id: uint32): bool {.
cdecl, header: "<glew.h>", importc: "glIsQueryARB"
.}
proc maxShaderCompilerThreadsARB(count: uint32): void {.
cdecl, header: "<glew.h>", importc: "glMaxShaderCompilerThreadsARB"
.}
proc pointParameterfARB(pname: GLenum; param: float32): void {.
cdecl, header: "<glew.h>", importc: "glPointParameterfARB"
.}
proc pointParameterfvARB(pname: GLenum; params: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glPointParameterfvARB"
.}
proc polygonOffsetClamp(factor: float32; units: float32; clamp: float32): void {.
cdecl, header: "<glew.h>", importc: "glPolygonOffsetClamp"
.}
proc getProgramInterfaceiv(program: uint32; programInterface: GLenum; pname: GLenum;
                          params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetProgramInterfaceiv"
.}
proc getProgramResourceIndex(program: uint32; programInterface: GLenum; name: cstring): uint32 {.
cdecl, header: "<glew.h>", importc: "glGetProgramResourceIndex"
.}
proc getProgramResourceLocation(program: uint32; programInterface: GLenum;
                               name: cstring): int32 {.
cdecl, header: "<glew.h>", importc: "glGetProgramResourceLocation"
.}
proc getProgramResourceLocationIndex(program: uint32; programInterface: GLenum;
                                    name: cstring): int32 {.
cdecl, header: "<glew.h>", importc: "glGetProgramResourceLocationIndex"
.}
proc getProgramResourceName(program: uint32; programInterface: GLenum; index: uint32;
                           bufSize: int32; length: ptr int32; name: ptr char): void {.
cdecl, header: "<glew.h>", importc: "glGetProgramResourceName"
.}
proc getProgramResourceiv(program: uint32; programInterface: GLenum; index: uint32;
                         propCount: int32; props: ptr GLenum; bufSize: int32;
                         length: ptr int32; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetProgramResourceiv"
.}
proc provokingVertex(mode: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glProvokingVertex"
.}
proc getGraphicsResetStatusARB(): GLenum {.
cdecl, header: "<glew.h>", importc: "glGetGraphicsResetStatusARB"
.}
proc getnColorTableARB(target: GLenum; format: GLenum; tipe: GLenum; bufSize: int32;
                      table: pointer): void {.
cdecl, header: "<glew.h>", importc: "glGetnColorTableARB"
.}
proc getnCompressedTexImageARB(target: GLenum; lod: int32; bufSize: int32; img: pointer): void {.
cdecl, header: "<glew.h>", importc: "glGetnCompressedTexImageARB"
.}
proc getnConvolutionFilterARB(target: GLenum; format: GLenum; tipe: GLenum;
                             bufSize: int32; image: pointer): void {.
cdecl, header: "<glew.h>", importc: "glGetnConvolutionFilterARB"
.}
proc getnHistogramARB(target: GLenum; reset: bool; format: GLenum; tipe: GLenum;
                     bufSize: int32; values: pointer): void {.
cdecl, header: "<glew.h>", importc: "glGetnHistogramARB"
.}
proc getnMapdvARB(target: GLenum; query: GLenum; bufSize: int32; v: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glGetnMapdvARB"
.}
proc getnMapfvARB(target: GLenum; query: GLenum; bufSize: int32; v: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glGetnMapfvARB"
.}
proc getnMapivARB(target: GLenum; query: GLenum; bufSize: int32; v: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetnMapivARB"
.}
proc getnMinmaxARB(target: GLenum; reset: bool; format: GLenum; tipe: GLenum;
                  bufSize: int32; values: pointer): void {.
cdecl, header: "<glew.h>", importc: "glGetnMinmaxARB"
.}
proc getnPixelMapfvARB(map: GLenum; bufSize: int32; values: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glGetnPixelMapfvARB"
.}
proc getnPixelMapuivARB(map: GLenum; bufSize: int32; values: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glGetnPixelMapuivARB"
.}
proc getnPixelMapusvARB(map: GLenum; bufSize: int32; values: ptr uint16): void {.
cdecl, header: "<glew.h>", importc: "glGetnPixelMapusvARB"
.}
proc getnPolygonStippleARB(bufSize: int32; pattern: ptr uint8): void {.
cdecl, header: "<glew.h>", importc: "glGetnPolygonStippleARB"
.}
proc getnSeparableFilterARB(target: GLenum; format: GLenum; tipe: GLenum;
                           rowBufSize: int32; row: pointer; columnBufSize: int32;
                           column: pointer; span: pointer): void {.
cdecl, header: "<glew.h>", importc: "glGetnSeparableFilterARB"
.}
proc getnTexImageARB(target: GLenum; level: int32; format: GLenum; tipe: GLenum;
                    bufSize: int32; img: pointer): void {.
cdecl, header: "<glew.h>", importc: "glGetnTexImageARB"
.}
proc getnUniformdvARB(program: uint32; location: int32; bufSize: int32;
                     params: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glGetnUniformdvARB"
.}
proc getnUniformfvARB(program: uint32; location: int32; bufSize: int32;
                     params: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glGetnUniformfvARB"
.}
proc getnUniformivARB(program: uint32; location: int32; bufSize: int32;
                     params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetnUniformivARB"
.}
proc getnUniformuivARB(program: uint32; location: int32; bufSize: int32;
                      params: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glGetnUniformuivARB"
.}
proc readnPixelsARB(x: int32; y: int32; width: int32; height: int32; format: GLenum;
                   tipe: GLenum; bufSize: int32; data: pointer): void {.
cdecl, header: "<glew.h>", importc: "glReadnPixelsARB"
.}
proc framebufferSampleLocationsfvARB(target: GLenum; start: uint32; count: int32;
                                    v: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glFramebufferSampleLocationsfvARB"
.}
proc namedFramebufferSampleLocationsfvARB(framebuffer: uint32; start: uint32;
    count: int32; v: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glNamedFramebufferSampleLocationsfvARB"
.}
proc minSampleShadingARB(value: float32): void {.
cdecl, header: "<glew.h>", importc: "glMinSampleShadingARB"
.}
proc bindSampler(unit: uint32; sampler: uint32): void {.
cdecl, header: "<glew.h>", importc: "glBindSampler"
.}
proc deleteSamplers(count: int32; samplers: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glDeleteSamplers"
.}
proc genSamplers(count: int32; samplers: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glGenSamplers"
.}
proc getSamplerParameterIiv(sampler: uint32; pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetSamplerParameterIiv"
.}
proc getSamplerParameterIuiv(sampler: uint32; pname: GLenum; params: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glGetSamplerParameterIuiv"
.}
proc getSamplerParameterfv(sampler: uint32; pname: GLenum; params: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glGetSamplerParameterfv"
.}
proc getSamplerParameteriv(sampler: uint32; pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetSamplerParameteriv"
.}
proc isSampler(sampler: uint32): bool {.
cdecl, header: "<glew.h>", importc: "glIsSampler"
.}
proc samplerParameterIiv(sampler: uint32; pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glSamplerParameterIiv"
.}
proc samplerParameterIuiv(sampler: uint32; pname: GLenum; params: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glSamplerParameterIuiv"
.}
proc samplerParameterf(sampler: uint32; pname: GLenum; param: float32): void {.
cdecl, header: "<glew.h>", importc: "glSamplerParameterf"
.}
proc samplerParameterfv(sampler: uint32; pname: GLenum; params: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glSamplerParameterfv"
.}
proc samplerParameteri(sampler: uint32; pname: GLenum; param: int32): void {.
cdecl, header: "<glew.h>", importc: "glSamplerParameteri"
.}
proc samplerParameteriv(sampler: uint32; pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glSamplerParameteriv"
.}
proc activeShaderProgram(pipeline: uint32; program: uint32): void {.
cdecl, header: "<glew.h>", importc: "glActiveShaderProgram"
.}
proc bindProgramPipeline(pipeline: uint32): void {.
cdecl, header: "<glew.h>", importc: "glBindProgramPipeline"
.}
proc createShaderProgramv(tipe: GLenum; count: int32; strings: ptr cstring): uint32 {.
cdecl, header: "<glew.h>", importc: "glCreateShaderProgramv"
.}
proc deleteProgramPipelines(n: int32; pipelines: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glDeleteProgramPipelines"
.}
proc genProgramPipelines(n: int32; pipelines: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glGenProgramPipelines"
.}
proc getProgramPipelineInfoLog(pipeline: uint32; bufSize: int32; length: ptr int32;
                              infoLog: ptr char): void {.
cdecl, header: "<glew.h>", importc: "glGetProgramPipelineInfoLog"
.}
proc getProgramPipelineiv(pipeline: uint32; pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetProgramPipelineiv"
.}
proc isProgramPipeline(pipeline: uint32): bool {.
cdecl, header: "<glew.h>", importc: "glIsProgramPipeline"
.}
proc programUniform1d(program: uint32; location: int32; x: float64): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniform1d"
.}
proc programUniform1dv(program: uint32; location: int32; count: int32;
                      value: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniform1dv"
.}
proc programUniform1f(program: uint32; location: int32; x: float32): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniform1f"
.}
proc programUniform1fv(program: uint32; location: int32; count: int32;
                      value: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniform1fv"
.}
proc programUniform1i(program: uint32; location: int32; x: int32): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniform1i"
.}
proc programUniform1iv(program: uint32; location: int32; count: int32; value: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniform1iv"
.}
proc programUniform1ui(program: uint32; location: int32; x: uint32): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniform1ui"
.}
proc programUniform1uiv(program: uint32; location: int32; count: int32;
                       value: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniform1uiv"
.}
proc programUniform2d(program: uint32; location: int32; x: float64; y: float64): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniform2d"
.}
proc programUniform2dv(program: uint32; location: int32; count: int32;
                      value: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniform2dv"
.}
proc programUniform2f(program: uint32; location: int32; x: float32; y: float32): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniform2f"
.}
proc programUniform2fv(program: uint32; location: int32; count: int32;
                      value: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniform2fv"
.}
proc programUniform2i(program: uint32; location: int32; x: int32; y: int32): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniform2i"
.}
proc programUniform2iv(program: uint32; location: int32; count: int32; value: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniform2iv"
.}
proc programUniform2ui(program: uint32; location: int32; x: uint32; y: uint32): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniform2ui"
.}
proc programUniform2uiv(program: uint32; location: int32; count: int32;
                       value: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniform2uiv"
.}
proc programUniform3d(program: uint32; location: int32; x: float64; y: float64;
                     z: float64): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniform3d"
.}
proc programUniform3dv(program: uint32; location: int32; count: int32;
                      value: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniform3dv"
.}
proc programUniform3f(program: uint32; location: int32; x: float32; y: float32;
                     z: float32): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniform3f"
.}
proc programUniform3fv(program: uint32; location: int32; count: int32;
                      value: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniform3fv"
.}
proc programUniform3i(program: uint32; location: int32; x: int32; y: int32; z: int32): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniform3i"
.}
proc programUniform3iv(program: uint32; location: int32; count: int32; value: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniform3iv"
.}
proc programUniform3ui(program: uint32; location: int32; x: uint32; y: uint32; z: uint32): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniform3ui"
.}
proc programUniform3uiv(program: uint32; location: int32; count: int32;
                       value: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniform3uiv"
.}
proc programUniform4d(program: uint32; location: int32; x: float64; y: float64;
                     z: float64; w: float64): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniform4d"
.}
proc programUniform4dv(program: uint32; location: int32; count: int32;
                      value: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniform4dv"
.}
proc programUniform4f(program: uint32; location: int32; x: float32; y: float32;
                     z: float32; w: float32): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniform4f"
.}
proc programUniform4fv(program: uint32; location: int32; count: int32;
                      value: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniform4fv"
.}
proc programUniform4i(program: uint32; location: int32; x: int32; y: int32; z: int32;
                     w: int32): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniform4i"
.}
proc programUniform4iv(program: uint32; location: int32; count: int32; value: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniform4iv"
.}
proc programUniform4ui(program: uint32; location: int32; x: uint32; y: uint32; z: uint32;
                      w: uint32): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniform4ui"
.}
proc programUniform4uiv(program: uint32; location: int32; count: int32;
                       value: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniform4uiv"
.}
proc programUniformMatrix2dv(program: uint32; location: int32; count: int32;
                            transpose: bool; value: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniformMatrix2dv"
.}
proc programUniformMatrix2fv(program: uint32; location: int32; count: int32;
                            transpose: bool; value: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniformMatrix2fv"
.}
proc programUniformMatrix2x3dv(program: uint32; location: int32; count: int32;
                              transpose: bool; value: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniformMatrix2x3dv"
.}
proc programUniformMatrix2x3fv(program: uint32; location: int32; count: int32;
                              transpose: bool; value: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniformMatrix2x3fv"
.}
proc programUniformMatrix2x4dv(program: uint32; location: int32; count: int32;
                              transpose: bool; value: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniformMatrix2x4dv"
.}
proc programUniformMatrix2x4fv(program: uint32; location: int32; count: int32;
                              transpose: bool; value: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniformMatrix2x4fv"
.}
proc programUniformMatrix3dv(program: uint32; location: int32; count: int32;
                            transpose: bool; value: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniformMatrix3dv"
.}
proc programUniformMatrix3fv(program: uint32; location: int32; count: int32;
                            transpose: bool; value: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniformMatrix3fv"
.}
proc programUniformMatrix3x2dv(program: uint32; location: int32; count: int32;
                              transpose: bool; value: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniformMatrix3x2dv"
.}
proc programUniformMatrix3x2fv(program: uint32; location: int32; count: int32;
                              transpose: bool; value: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniformMatrix3x2fv"
.}
proc programUniformMatrix3x4dv(program: uint32; location: int32; count: int32;
                              transpose: bool; value: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniformMatrix3x4dv"
.}
proc programUniformMatrix3x4fv(program: uint32; location: int32; count: int32;
                              transpose: bool; value: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniformMatrix3x4fv"
.}
proc programUniformMatrix4dv(program: uint32; location: int32; count: int32;
                            transpose: bool; value: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniformMatrix4dv"
.}
proc programUniformMatrix4fv(program: uint32; location: int32; count: int32;
                            transpose: bool; value: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniformMatrix4fv"
.}
proc programUniformMatrix4x2dv(program: uint32; location: int32; count: int32;
                              transpose: bool; value: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniformMatrix4x2dv"
.}
proc programUniformMatrix4x2fv(program: uint32; location: int32; count: int32;
                              transpose: bool; value: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniformMatrix4x2fv"
.}
proc programUniformMatrix4x3dv(program: uint32; location: int32; count: int32;
                              transpose: bool; value: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniformMatrix4x3dv"
.}
proc programUniformMatrix4x3fv(program: uint32; location: int32; count: int32;
                              transpose: bool; value: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniformMatrix4x3fv"
.}
proc useProgramStages(pipeline: uint32; stages: uint32; program: uint32): void {.
cdecl, header: "<glew.h>", importc: "glUseProgramStages"
.}
proc validateProgramPipeline(pipeline: uint32): void {.
cdecl, header: "<glew.h>", importc: "glValidateProgramPipeline"
.}
proc getActiveAtomicCounterBufferiv(program: uint32; bufferIndex: uint32;
                                   pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetActiveAtomicCounterBufferiv"
.}
proc bindImageTexture(unit: uint32; texture: uint32; level: int32; layered: bool;
                     layer: int32; access: GLenum; format: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glBindImageTexture"
.}
proc memoryBarrier(barriers: uint32): void {.
cdecl, header: "<glew.h>", importc: "glMemoryBarrier"
.}
proc attachObjectARB(containerObj: uint32; obj: uint32): void {.
cdecl, header: "<glew.h>", importc: "glAttachObjectARB"
.}
proc compileShaderARB(shaderObj: uint32): void {.
cdecl, header: "<glew.h>", importc: "glCompileShaderARB"
.}
proc createProgramObjectARB(): uint32 {.
cdecl, header: "<glew.h>", importc: "glCreateProgramObjectARB"
.}
proc createShaderObjectARB(shaderType: GLenum): uint32 {.
cdecl, header: "<glew.h>", importc: "glCreateShaderObjectARB"
.}
proc deleteObjectARB(obj: uint32): void {.
cdecl, header: "<glew.h>", importc: "glDeleteObjectARB"
.}
proc detachObjectARB(containerObj: uint32; attachedObj: uint32): void {.
cdecl, header: "<glew.h>", importc: "glDetachObjectARB"
.}
proc getActiveUniformARB(programObj: uint32; index: uint32; maxLength: int32;
                        length: ptr int32; size: ptr int32; tipe: ptr GLenum;
                        name: ptr byte): void {.
cdecl, header: "<glew.h>", importc: "glGetActiveUniformARB"
.}
proc getAttachedObjectsARB(containerObj: uint32; maxCount: int32; count: ptr int32;
                          obj: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glGetAttachedObjectsARB"
.}
proc getHandleARB(pname: GLenum): uint32 {.
cdecl, header: "<glew.h>", importc: "glGetHandleARB"
.}
proc getInfoLogARB(obj: uint32; maxLength: int32; length: ptr int32; infoLog: ptr byte): void {.
cdecl, header: "<glew.h>", importc: "glGetInfoLogARB"
.}
proc getObjectParameterfvARB(obj: uint32; pname: GLenum; params: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glGetObjectParameterfvARB"
.}
proc getObjectParameterivARB(obj: uint32; pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetObjectParameterivARB"
.}
proc getShaderSourceARB(obj: uint32; maxLength: int32; length: ptr int32;
                       source: ptr byte): void {.
cdecl, header: "<glew.h>", importc: "glGetShaderSourceARB"
.}
proc getUniformLocationARB(programObj: uint32; name: ptr byte): int32 {.
cdecl, header: "<glew.h>", importc: "glGetUniformLocationARB"
.}
proc getUniformfvARB(programObj: uint32; location: int32; params: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glGetUniformfvARB"
.}
proc getUniformivARB(programObj: uint32; location: int32; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetUniformivARB"
.}
proc linkProgramARB(programObj: uint32): void {.
cdecl, header: "<glew.h>", importc: "glLinkProgramARB"
.}
proc shaderSourceARB(shaderObj: uint32; count: int32; stryng: ptr byte;
                    length: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glShaderSourceARB"
.}
proc uniform1fARB(location: int32; v0: float32): void {.
cdecl, header: "<glew.h>", importc: "glUniform1fARB"
.}
proc uniform1fvARB(location: int32; count: int32; value: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glUniform1fvARB"
.}
proc uniform1iARB(location: int32; v0: int32): void {.
cdecl, header: "<glew.h>", importc: "glUniform1iARB"
.}
proc uniform1ivARB(location: int32; count: int32; value: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glUniform1ivARB"
.}
proc uniform2fARB(location: int32; v0: float32; v1: float32): void {.
cdecl, header: "<glew.h>", importc: "glUniform2fARB"
.}
proc uniform2fvARB(location: int32; count: int32; value: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glUniform2fvARB"
.}
proc uniform2iARB(location: int32; v0: int32; v1: int32): void {.
cdecl, header: "<glew.h>", importc: "glUniform2iARB"
.}
proc uniform2ivARB(location: int32; count: int32; value: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glUniform2ivARB"
.}
proc uniform3fARB(location: int32; v0: float32; v1: float32; v2: float32): void {.
cdecl, header: "<glew.h>", importc: "glUniform3fARB"
.}
proc uniform3fvARB(location: int32; count: int32; value: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glUniform3fvARB"
.}
proc uniform3iARB(location: int32; v0: int32; v1: int32; v2: int32): void {.
cdecl, header: "<glew.h>", importc: "glUniform3iARB"
.}
proc uniform3ivARB(location: int32; count: int32; value: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glUniform3ivARB"
.}
proc uniform4fARB(location: int32; v0: float32; v1: float32; v2: float32; v3: float32): void {.
cdecl, header: "<glew.h>", importc: "glUniform4fARB"
.}
proc uniform4fvARB(location: int32; count: int32; value: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glUniform4fvARB"
.}
proc uniform4iARB(location: int32; v0: int32; v1: int32; v2: int32; v3: int32): void {.
cdecl, header: "<glew.h>", importc: "glUniform4iARB"
.}
proc uniform4ivARB(location: int32; count: int32; value: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glUniform4ivARB"
.}
proc uniformMatrix2fvARB(location: int32; count: int32; transpose: bool;
                        value: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glUniformMatrix2fvARB"
.}
proc uniformMatrix3fvARB(location: int32; count: int32; transpose: bool;
                        value: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glUniformMatrix3fvARB"
.}
proc uniformMatrix4fvARB(location: int32; count: int32; transpose: bool;
                        value: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glUniformMatrix4fvARB"
.}
proc useProgramObjectARB(programObj: uint32): void {.
cdecl, header: "<glew.h>", importc: "glUseProgramObjectARB"
.}
proc validateProgramARB(programObj: uint32): void {.
cdecl, header: "<glew.h>", importc: "glValidateProgramARB"
.}
proc shaderStorageBlockBinding(program: uint32; storageBlockIndex: uint32;
                              storageBlockBinding: uint32): void {.
cdecl, header: "<glew.h>", importc: "glShaderStorageBlockBinding"
.}
proc getActiveSubroutineName(program: uint32; shadertype: GLenum; index: uint32;
                            bufsize: int32; length: ptr int32; name: ptr char): void {.
cdecl, header: "<glew.h>", importc: "glGetActiveSubroutineName"
.}
proc getActiveSubroutineUniformName(program: uint32; shadertype: GLenum;
                                   index: uint32; bufsize: int32; length: ptr int32;
                                   name: ptr char): void {.
cdecl, header: "<glew.h>", importc: "glGetActiveSubroutineUniformName"
.}
proc getActiveSubroutineUniformiv(program: uint32; shadertype: GLenum; index: uint32;
                                 pname: GLenum; values: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetActiveSubroutineUniformiv"
.}
proc getProgramStageiv(program: uint32; shadertype: GLenum; pname: GLenum;
                      values: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetProgramStageiv"
.}
proc getSubroutineIndex(program: uint32; shadertype: GLenum; name: cstring): uint32 {.
cdecl, header: "<glew.h>", importc: "glGetSubroutineIndex"
.}
proc getSubroutineUniformLocation(program: uint32; shadertype: GLenum; name: cstring): int32 {.
cdecl, header: "<glew.h>", importc: "glGetSubroutineUniformLocation"
.}
proc getUniformSubroutineuiv(shadertype: GLenum; location: int32; params: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glGetUniformSubroutineuiv"
.}
proc uniformSubroutinesuiv(shadertype: GLenum; count: int32; indices: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glUniformSubroutinesuiv"
.}
proc compileShaderIncludeARB(shader: uint32; count: int32; path: ptr cstring;
                            length: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glCompileShaderIncludeARB"
.}
proc deleteNamedStringARB(namelen: int32; name: cstring): void {.
cdecl, header: "<glew.h>", importc: "glDeleteNamedStringARB"
.}
proc getNamedStringARB(namelen: int32; name: cstring; bufSize: int32;
                      stringlen: ptr int32; stryng: cstring): void {.
cdecl, header: "<glew.h>", importc: "glGetNamedStringARB"
.}
proc getNamedStringivARB(namelen: int32; name: cstring; pname: GLenum;
                        params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetNamedStringivARB"
.}
proc isNamedStringARB(namelen: int32; name: cstring): bool {.
cdecl, header: "<glew.h>", importc: "glIsNamedStringARB"
.}
proc namedStringARB(tipe: GLenum; namelen: int32; name: cstring; stringlen: int32;
                   stryng: cstring): void {.
cdecl, header: "<glew.h>", importc: "glNamedStringARB"
.}
proc bufferPageCommitmentARB(target: GLenum; offset: int32; size: int32; commit: bool): void {.
cdecl, header: "<glew.h>", importc: "glBufferPageCommitmentARB"
.}
proc texPageCommitmentARB(target: GLenum; level: int32; xoffset: int32; yoffset: int32;
                         zoffset: int32; width: int32; height: int32; depth: int32;
                         commit: bool): void {.
cdecl, header: "<glew.h>", importc: "glTexPageCommitmentARB"
.}
proc clientWaitSync(GLsync: distinct pointer; flags: uint32; timeout: uint64): GLenum {.
cdecl, header: "<glew.h>", importc: "glClientWaitSync"
.}
proc deleteSync(GLsync: distinct pointer): void {.
cdecl, header: "<glew.h>", importc: "glDeleteSync"
.}
proc fenceSync(condition: GLenum; flags: uint32): distinct pointer {.
cdecl, header: "<glew.h>", importc: "glFenceSync"
.}
proc getInteger64v(pname: GLenum; params: ptr int64): void {.
cdecl, header: "<glew.h>", importc: "glGetInteger64v"
.}
proc getSynciv(GLsync: distinct pointer; pname: GLenum; bufSize: int32;
              length: ptr int32; values: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetSynciv"
.}
proc isSync(GLsync: distinct pointer): bool {.
cdecl, header: "<glew.h>", importc: "glIsSync"
.}
proc waitSync(GLsync: distinct pointer; flags: uint32; timeout: uint64): void {.
cdecl, header: "<glew.h>", importc: "glWaitSync"
.}
proc patchParameterfv(pname: GLenum; values: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glPatchParameterfv"
.}
proc patchParameteri(pname: GLenum; value: int32): void {.
cdecl, header: "<glew.h>", importc: "glPatchParameteri"
.}
proc textureBarrier(): void {.
cdecl, header: "<glew.h>", importc: "glTextureBarrier"
.}
proc texBufferARB(target: GLenum; internalformat: GLenum; buffer: uint32): void {.
cdecl, header: "<glew.h>", importc: "glTexBufferARB"
.}
proc texBufferRange(target: GLenum; internalformat: GLenum; buffer: uint32;
                   offset: int32; size: int32): void {.
cdecl, header: "<glew.h>", importc: "glTexBufferRange"
.}
proc textureBufferRangeEXT(texture: uint32; target: GLenum; internalformat: GLenum;
                          buffer: uint32; offset: int32; size: int32): void {.
cdecl, header: "<glew.h>", importc: "glTextureBufferRangeEXT"
.}
proc compressedTexImage1DARB(target: GLenum; level: int32; internalformat: GLenum;
                            width: int32; border: int32; imageSize: int32;
                            data: pointer): void {.
cdecl, header: "<glew.h>", importc: "glCompressedTexImage1DARB"
.}
proc compressedTexImage2DARB(target: GLenum; level: int32; internalformat: GLenum;
                            width: int32; height: int32; border: int32;
                            imageSize: int32; data: pointer): void {.
cdecl, header: "<glew.h>", importc: "glCompressedTexImage2DARB"
.}
proc compressedTexImage3DARB(target: GLenum; level: int32; internalformat: GLenum;
                            width: int32; height: int32; depth: int32; border: int32;
                            imageSize: int32; data: pointer): void {.
cdecl, header: "<glew.h>", importc: "glCompressedTexImage3DARB"
.}
proc compressedTexSubImage1DARB(target: GLenum; level: int32; xoffset: int32;
                               width: int32; format: GLenum; imageSize: int32;
                               data: pointer): void {.
cdecl, header: "<glew.h>", importc: "glCompressedTexSubImage1DARB"
.}
proc compressedTexSubImage2DARB(target: GLenum; level: int32; xoffset: int32;
                               yoffset: int32; width: int32; height: int32;
                               format: GLenum; imageSize: int32; data: pointer): void {.
cdecl, header: "<glew.h>", importc: "glCompressedTexSubImage2DARB"
.}
proc compressedTexSubImage3DARB(target: GLenum; level: int32; xoffset: int32;
                               yoffset: int32; zoffset: int32; width: int32;
                               height: int32; depth: int32; format: GLenum;
                               imageSize: int32; data: pointer): void {.
cdecl, header: "<glew.h>", importc: "glCompressedTexSubImage3DARB"
.}
proc getCompressedTexImageARB(target: GLenum; lod: int32; img: pointer): void {.
cdecl, header: "<glew.h>", importc: "glGetCompressedTexImageARB"
.}
proc getMultisamplefv(pname: GLenum; index: uint32; val: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glGetMultisamplefv"
.}
proc sampleMaski(index: uint32; mask: uint32): void {.
cdecl, header: "<glew.h>", importc: "glSampleMaski"
.}
proc texImage2DMultisample(target: GLenum; samples: int32; internalformat: GLenum;
                          width: int32; height: int32; fixedsamplelocations: bool): void {.
cdecl, header: "<glew.h>", importc: "glTexImage2DMultisample"
.}
proc texImage3DMultisample(target: GLenum; samples: int32; internalformat: GLenum;
                          width: int32; height: int32; depth: int32;
                          fixedsamplelocations: bool): void {.
cdecl, header: "<glew.h>", importc: "glTexImage3DMultisample"
.}
proc texStorage1D(target: GLenum; levels: int32; internalformat: GLenum; width: int32): void {.
cdecl, header: "<glew.h>", importc: "glTexStorage1D"
.}
proc texStorage2D(target: GLenum; levels: int32; internalformat: GLenum; width: int32;
                 height: int32): void {.
cdecl, header: "<glew.h>", importc: "glTexStorage2D"
.}
proc texStorage3D(target: GLenum; levels: int32; internalformat: GLenum; width: int32;
                 height: int32; depth: int32): void {.
cdecl, header: "<glew.h>", importc: "glTexStorage3D"
.}
proc texStorage2DMultisample(target: GLenum; samples: int32; internalformat: GLenum;
                            width: int32; height: int32; fixedsamplelocations: bool): void {.
cdecl, header: "<glew.h>", importc: "glTexStorage2DMultisample"
.}
proc texStorage3DMultisample(target: GLenum; samples: int32; internalformat: GLenum;
                            width: int32; height: int32; depth: int32;
                            fixedsamplelocations: bool): void {.
cdecl, header: "<glew.h>", importc: "glTexStorage3DMultisample"
.}
proc textureStorage2DMultisampleEXT(texture: uint32; target: GLenum; samples: int32;
                                   internalformat: GLenum; width: int32;
                                   height: int32; fixedsamplelocations: bool): void {.
cdecl, header: "<glew.h>", importc: "glTextureStorage2DMultisampleEXT"
.}
proc textureStorage3DMultisampleEXT(texture: uint32; target: GLenum; samples: int32;
                                   internalformat: GLenum; width: int32;
                                   height: int32; depth: int32;
                                   fixedsamplelocations: bool): void {.
cdecl, header: "<glew.h>", importc: "glTextureStorage3DMultisampleEXT"
.}
proc textureView(texture: uint32; target: GLenum; origtexture: uint32;
                internalformat: GLenum; minlevel: uint32; numlevels: uint32;
                minlayer: uint32; numlayers: uint32): void {.
cdecl, header: "<glew.h>", importc: "glTextureView"
.}
proc getQueryObjecti64v(id: uint32; pname: GLenum; params: ptr int64): void {.
cdecl, header: "<glew.h>", importc: "glGetQueryObjecti64v"
.}
proc getQueryObjectui64v(id: uint32; pname: GLenum; params: ptr uint64): void {.
cdecl, header: "<glew.h>", importc: "glGetQueryObjectui64v"
.}
proc queryCounter(id: uint32; target: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glQueryCounter"
.}
proc bindTransformFeedback(target: GLenum; id: uint32): void {.
cdecl, header: "<glew.h>", importc: "glBindTransformFeedback"
.}
proc deleteTransformFeedbacks(n: int32; ids: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glDeleteTransformFeedbacks"
.}
proc drawTransformFeedback(mode: GLenum; id: uint32): void {.
cdecl, header: "<glew.h>", importc: "glDrawTransformFeedback"
.}
proc genTransformFeedbacks(n: int32; ids: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glGenTransformFeedbacks"
.}
proc isTransformFeedback(id: uint32): bool {.
cdecl, header: "<glew.h>", importc: "glIsTransformFeedback"
.}
proc pauseTransformFeedback(): void {.
cdecl, header: "<glew.h>", importc: "glPauseTransformFeedback"
.}
proc resumeTransformFeedback(): void {.
cdecl, header: "<glew.h>", importc: "glResumeTransformFeedback"
.}
proc beginQueryIndexed(target: GLenum; index: uint32; id: uint32): void {.
cdecl, header: "<glew.h>", importc: "glBeginQueryIndexed"
.}
proc drawTransformFeedbackStream(mode: GLenum; id: uint32; stream: uint32): void {.
cdecl, header: "<glew.h>", importc: "glDrawTransformFeedbackStream"
.}
proc endQueryIndexed(target: GLenum; index: uint32): void {.
cdecl, header: "<glew.h>", importc: "glEndQueryIndexed"
.}
proc getQueryIndexediv(target: GLenum; index: uint32; pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetQueryIndexediv"
.}
proc drawTransformFeedbackInstanced(mode: GLenum; id: uint32; primcount: int32): void {.
cdecl, header: "<glew.h>", importc: "glDrawTransformFeedbackInstanced"
.}
proc drawTransformFeedbackStreamInstanced(mode: GLenum; id: uint32; stream: uint32;
    primcount: int32): void {.
cdecl, header: "<glew.h>", importc: "glDrawTransformFeedbackStreamInstanced"
.}
proc loadTransposeMatrixdARB(m: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glLoadTransposeMatrixdARB"
.}
proc loadTransposeMatrixfARB(m: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glLoadTransposeMatrixfARB"
.}
proc multTransposeMatrixdARB(m: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glMultTransposeMatrixdARB"
.}
proc multTransposeMatrixfARB(m: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glMultTransposeMatrixfARB"
.}
proc bindBufferBase(target: GLenum; index: uint32; buffer: uint32): void {.
cdecl, header: "<glew.h>", importc: "glBindBufferBase"
.}
proc bindBufferRange(target: GLenum; index: uint32; buffer: uint32; offset: int32;
                    size: int32): void {.
cdecl, header: "<glew.h>", importc: "glBindBufferRange"
.}
proc getActiveUniformBlockName(program: uint32; uniformBlockIndex: uint32;
                              bufSize: int32; length: ptr int32;
                              uniformBlockName: ptr char): void {.
cdecl, header: "<glew.h>", importc: "glGetActiveUniformBlockName"
.}
proc getActiveUniformBlockiv(program: uint32; uniformBlockIndex: uint32;
                            pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetActiveUniformBlockiv"
.}
proc getActiveUniformName(program: uint32; uniformIndex: uint32; bufSize: int32;
                         length: ptr int32; uniformName: ptr char): void {.
cdecl, header: "<glew.h>", importc: "glGetActiveUniformName"
.}
proc getActiveUniformsiv(program: uint32; uniformCount: int32;
                        uniformIndices: ptr uint32; pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetActiveUniformsiv"
.}
proc getIntegeri_v(target: GLenum; index: uint32; data: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetIntegeri_v"
.}
proc getUniformBlockIndex(program: uint32; uniformBlockName: cstring): uint32 {.
cdecl, header: "<glew.h>", importc: "glGetUniformBlockIndex"
.}
proc getUniformIndices(program: uint32; uniformCount: int32;
                      uniformNames: ptr cstring; uniformIndices: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glGetUniformIndices"
.}
proc uniformBlockBinding(program: uint32; uniformBlockIndex: uint32;
                        uniformBlockBinding: uint32): void {.
cdecl, header: "<glew.h>", importc: "glUniformBlockBinding"
.}
proc bindVertexArray(arrai: uint32): void {.
cdecl, header: "<glew.h>", importc: "glBindVertexArray"
.}
proc deleteVertexArrays(n: int32; arrays: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glDeleteVertexArrays"
.}
proc genVertexArrays(n: int32; arrays: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glGenVertexArrays"
.}
proc isVertexArray(arrai: uint32): bool {.
cdecl, header: "<glew.h>", importc: "glIsVertexArray"
.}
proc getVertexAttribLdv(index: uint32; pname: GLenum; params: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glGetVertexAttribLdv"
.}
proc vertexAttribL1d(index: uint32; x: float64): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribL1d"
.}
proc vertexAttribL1dv(index: uint32; v: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribL1dv"
.}
proc vertexAttribL2d(index: uint32; x: float64; y: float64): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribL2d"
.}
proc vertexAttribL2dv(index: uint32; v: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribL2dv"
.}
proc vertexAttribL3d(index: uint32; x: float64; y: float64; z: float64): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribL3d"
.}
proc vertexAttribL3dv(index: uint32; v: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribL3dv"
.}
proc vertexAttribL4d(index: uint32; x: float64; y: float64; z: float64; w: float64): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribL4d"
.}
proc vertexAttribL4dv(index: uint32; v: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribL4dv"
.}
proc vertexAttribLPointer(index: uint32; size: int32; tipe: GLenum; stride: int32;
                         poynter: pointer): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribLPointer"
.}
proc bindVertexBuffer(bindingindex: uint32; buffer: uint32; offset: int32;
                     stride: int32): void {.
cdecl, header: "<glew.h>", importc: "glBindVertexBuffer"
.}
proc vertexArrayBindVertexBufferEXT(vaobj: uint32; bindingindex: uint32;
                                   buffer: uint32; offset: int32; stride: int32): void {.
cdecl, header: "<glew.h>", importc: "glVertexArrayBindVertexBufferEXT"
.}
proc vertexArrayVertexAttribBindingEXT(vaobj: uint32; attribindex: uint32;
                                      bindingindex: uint32): void {.
cdecl, header: "<glew.h>", importc: "glVertexArrayVertexAttribBindingEXT"
.}
proc vertexArrayVertexAttribFormatEXT(vaobj: uint32; attribindex: uint32;
                                     size: int32; tipe: GLenum; normalized: bool;
                                     relativeoffset: uint32): void {.
cdecl, header: "<glew.h>", importc: "glVertexArrayVertexAttribFormatEXT"
.}
proc vertexArrayVertexAttribIFormatEXT(vaobj: uint32; attribindex: uint32;
                                      size: int32; tipe: GLenum;
                                      relativeoffset: uint32): void {.
cdecl, header: "<glew.h>", importc: "glVertexArrayVertexAttribIFormatEXT"
.}
proc vertexArrayVertexAttribLFormatEXT(vaobj: uint32; attribindex: uint32;
                                      size: int32; tipe: GLenum;
                                      relativeoffset: uint32): void {.
cdecl, header: "<glew.h>", importc: "glVertexArrayVertexAttribLFormatEXT"
.}
proc vertexArrayVertexBindingDivisorEXT(vaobj: uint32; bindingindex: uint32;
                                       divisor: uint32): void {.
cdecl, header: "<glew.h>", importc: "glVertexArrayVertexBindingDivisorEXT"
.}
proc vertexAttribBinding(attribindex: uint32; bindingindex: uint32): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribBinding"
.}
proc vertexAttribFormat(attribindex: uint32; size: int32; tipe: GLenum;
                       normalized: bool; relativeoffset: uint32): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribFormat"
.}
proc vertexAttribIFormat(attribindex: uint32; size: int32; tipe: GLenum;
                        relativeoffset: uint32): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribIFormat"
.}
proc vertexAttribLFormat(attribindex: uint32; size: int32; tipe: GLenum;
                        relativeoffset: uint32): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribLFormat"
.}
proc vertexBindingDivisor(bindingindex: uint32; divisor: uint32): void {.
cdecl, header: "<glew.h>", importc: "glVertexBindingDivisor"
.}
proc vertexBlendARB(count: int32): void {.
cdecl, header: "<glew.h>", importc: "glVertexBlendARB"
.}
proc weightPointerARB(size: int32; tipe: GLenum; stride: int32; poynter: pointer): void {.
cdecl, header: "<glew.h>", importc: "glWeightPointerARB"
.}
proc weightbvARB(size: int32; weights: ptr int8): void {.
cdecl, header: "<glew.h>", importc: "glWeightbvARB"
.}
proc weightdvARB(size: int32; weights: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glWeightdvARB"
.}
proc weightfvARB(size: int32; weights: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glWeightfvARB"
.}
proc weightivARB(size: int32; weights: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glWeightivARB"
.}
proc weightsvARB(size: int32; weights: ptr int16): void {.
cdecl, header: "<glew.h>", importc: "glWeightsvARB"
.}
proc weightubvARB(size: int32; weights: ptr uint8): void {.
cdecl, header: "<glew.h>", importc: "glWeightubvARB"
.}
proc weightuivARB(size: int32; weights: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glWeightuivARB"
.}
proc weightusvARB(size: int32; weights: ptr uint16): void {.
cdecl, header: "<glew.h>", importc: "glWeightusvARB"
.}
proc bindBufferARB(target: GLenum; buffer: uint32): void {.
cdecl, header: "<glew.h>", importc: "glBindBufferARB"
.}
proc bufferDataARB(target: GLenum; size: int32; data: pointer; usage: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glBufferDataARB"
.}
proc bufferSubDataARB(target: GLenum; offset: int32; size: int32; data: pointer): void {.
cdecl, header: "<glew.h>", importc: "glBufferSubDataARB"
.}
proc deleteBuffersARB(n: int32; buffers: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glDeleteBuffersARB"
.}
proc genBuffersARB(n: int32; buffers: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glGenBuffersARB"
.}
proc getBufferParameterivARB(target: GLenum; pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetBufferParameterivARB"
.}
proc getBufferPointervARB(target: GLenum; pname: GLenum; params: ptr void): void {.
cdecl, header: "<glew.h>", importc: "glGetBufferPointervARB"
.}
proc getBufferSubDataARB(target: GLenum; offset: int32; size: int32; data: pointer): void {.
cdecl, header: "<glew.h>", importc: "glGetBufferSubDataARB"
.}
proc isBufferARB(buffer: uint32): bool {.
cdecl, header: "<glew.h>", importc: "glIsBufferARB"
.}
proc mapBufferARB(target: GLenum; access: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glMapBufferARB"
.}
proc unmapBufferARB(target: GLenum): bool {.
cdecl, header: "<glew.h>", importc: "glUnmapBufferARB"
.}
proc bindProgramARB(target: GLenum; program: uint32): void {.
cdecl, header: "<glew.h>", importc: "glBindProgramARB"
.}
proc deleteProgramsARB(n: int32; programs: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glDeleteProgramsARB"
.}
proc disableVertexAttribArrayARB(index: uint32): void {.
cdecl, header: "<glew.h>", importc: "glDisableVertexAttribArrayARB"
.}
proc enableVertexAttribArrayARB(index: uint32): void {.
cdecl, header: "<glew.h>", importc: "glEnableVertexAttribArrayARB"
.}
proc genProgramsARB(n: int32; programs: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glGenProgramsARB"
.}
proc getProgramEnvParameterdvARB(target: GLenum; index: uint32; params: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glGetProgramEnvParameterdvARB"
.}
proc getProgramEnvParameterfvARB(target: GLenum; index: uint32; params: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glGetProgramEnvParameterfvARB"
.}
proc getProgramLocalParameterdvARB(target: GLenum; index: uint32; params: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glGetProgramLocalParameterdvARB"
.}
proc getProgramLocalParameterfvARB(target: GLenum; index: uint32; params: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glGetProgramLocalParameterfvARB"
.}
proc getProgramStringARB(target: GLenum; pname: GLenum; stryng: pointer): void {.
cdecl, header: "<glew.h>", importc: "glGetProgramStringARB"
.}
proc getProgramivARB(target: GLenum; pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetProgramivARB"
.}
proc getVertexAttribPointervARB(index: uint32; pname: GLenum; poynter: ptr void): void {.
cdecl, header: "<glew.h>", importc: "glGetVertexAttribPointervARB"
.}
proc getVertexAttribdvARB(index: uint32; pname: GLenum; params: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glGetVertexAttribdvARB"
.}
proc getVertexAttribfvARB(index: uint32; pname: GLenum; params: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glGetVertexAttribfvARB"
.}
proc getVertexAttribivARB(index: uint32; pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetVertexAttribivARB"
.}
proc isProgramARB(program: uint32): bool {.
cdecl, header: "<glew.h>", importc: "glIsProgramARB"
.}
proc programEnvParameter4dARB(target: GLenum; index: uint32; x: float64; y: float64;
                             z: float64; w: float64): void {.
cdecl, header: "<glew.h>", importc: "glProgramEnvParameter4dARB"
.}
proc programEnvParameter4dvARB(target: GLenum; index: uint32; params: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glProgramEnvParameter4dvARB"
.}
proc programEnvParameter4fARB(target: GLenum; index: uint32; x: float32; y: float32;
                             z: float32; w: float32): void {.
cdecl, header: "<glew.h>", importc: "glProgramEnvParameter4fARB"
.}
proc programEnvParameter4fvARB(target: GLenum; index: uint32; params: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glProgramEnvParameter4fvARB"
.}
proc programLocalParameter4dARB(target: GLenum; index: uint32; x: float64; y: float64;
                               z: float64; w: float64): void {.
cdecl, header: "<glew.h>", importc: "glProgramLocalParameter4dARB"
.}
proc programLocalParameter4dvARB(target: GLenum; index: uint32; params: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glProgramLocalParameter4dvARB"
.}
proc programLocalParameter4fARB(target: GLenum; index: uint32; x: float32; y: float32;
                               z: float32; w: float32): void {.
cdecl, header: "<glew.h>", importc: "glProgramLocalParameter4fARB"
.}
proc programLocalParameter4fvARB(target: GLenum; index: uint32; params: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glProgramLocalParameter4fvARB"
.}
proc programStringARB(target: GLenum; format: GLenum; len: int32; stryng: pointer): void {.
cdecl, header: "<glew.h>", importc: "glProgramStringARB"
.}
proc vertexAttrib1dARB(index: uint32; x: float64): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib1dARB"
.}
proc vertexAttrib1dvARB(index: uint32; v: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib1dvARB"
.}
proc vertexAttrib1fARB(index: uint32; x: float32): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib1fARB"
.}
proc vertexAttrib1fvARB(index: uint32; v: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib1fvARB"
.}
proc vertexAttrib1sARB(index: uint32; x: int16): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib1sARB"
.}
proc vertexAttrib1svARB(index: uint32; v: ptr int16): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib1svARB"
.}
proc vertexAttrib2dARB(index: uint32; x: float64; y: float64): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib2dARB"
.}
proc vertexAttrib2dvARB(index: uint32; v: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib2dvARB"
.}
proc vertexAttrib2fARB(index: uint32; x: float32; y: float32): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib2fARB"
.}
proc vertexAttrib2fvARB(index: uint32; v: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib2fvARB"
.}
proc vertexAttrib2sARB(index: uint32; x: int16; y: int16): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib2sARB"
.}
proc vertexAttrib2svARB(index: uint32; v: ptr int16): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib2svARB"
.}
proc vertexAttrib3dARB(index: uint32; x: float64; y: float64; z: float64): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib3dARB"
.}
proc vertexAttrib3dvARB(index: uint32; v: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib3dvARB"
.}
proc vertexAttrib3fARB(index: uint32; x: float32; y: float32; z: float32): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib3fARB"
.}
proc vertexAttrib3fvARB(index: uint32; v: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib3fvARB"
.}
proc vertexAttrib3sARB(index: uint32; x: int16; y: int16; z: int16): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib3sARB"
.}
proc vertexAttrib3svARB(index: uint32; v: ptr int16): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib3svARB"
.}
proc vertexAttrib4NbvARB(index: uint32; v: ptr int8): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib4NbvARB"
.}
proc vertexAttrib4NivARB(index: uint32; v: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib4NivARB"
.}
proc vertexAttrib4NsvARB(index: uint32; v: ptr int16): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib4NsvARB"
.}
proc vertexAttrib4NubARB(index: uint32; x: uint8; y: uint8; z: uint8; w: uint8): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib4NubARB"
.}
proc vertexAttrib4NubvARB(index: uint32; v: ptr uint8): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib4NubvARB"
.}
proc vertexAttrib4NuivARB(index: uint32; v: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib4NuivARB"
.}
proc vertexAttrib4NusvARB(index: uint32; v: ptr uint16): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib4NusvARB"
.}
proc vertexAttrib4bvARB(index: uint32; v: ptr int8): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib4bvARB"
.}
proc vertexAttrib4dARB(index: uint32; x: float64; y: float64; z: float64; w: float64): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib4dARB"
.}
proc vertexAttrib4dvARB(index: uint32; v: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib4dvARB"
.}
proc vertexAttrib4fARB(index: uint32; x: float32; y: float32; z: float32; w: float32): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib4fARB"
.}
proc vertexAttrib4fvARB(index: uint32; v: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib4fvARB"
.}
proc vertexAttrib4ivARB(index: uint32; v: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib4ivARB"
.}
proc vertexAttrib4sARB(index: uint32; x: int16; y: int16; z: int16; w: int16): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib4sARB"
.}
proc vertexAttrib4svARB(index: uint32; v: ptr int16): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib4svARB"
.}
proc vertexAttrib4ubvARB(index: uint32; v: ptr uint8): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib4ubvARB"
.}
proc vertexAttrib4uivARB(index: uint32; v: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib4uivARB"
.}
proc vertexAttrib4usvARB(index: uint32; v: ptr uint16): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib4usvARB"
.}
proc vertexAttribPointerARB(index: uint32; size: int32; tipe: GLenum; normalized: bool;
                           stride: int32; poynter: pointer): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribPointerARB"
.}
proc bindAttribLocationARB(programObj: uint32; index: uint32; name: ptr byte): void {.
cdecl, header: "<glew.h>", importc: "glBindAttribLocationARB"
.}
proc getActiveAttribARB(programObj: uint32; index: uint32; maxLength: int32;
                       length: ptr int32; size: ptr int32; tipe: ptr GLenum;
                       name: ptr byte): void {.
cdecl, header: "<glew.h>", importc: "glGetActiveAttribARB"
.}
proc getAttribLocationARB(programObj: uint32; name: ptr byte): int32 {.
cdecl, header: "<glew.h>", importc: "glGetAttribLocationARB"
.}
proc colorP3ui(tipe: GLenum; color: uint32): void {.
cdecl, header: "<glew.h>", importc: "glColorP3ui"
.}
proc colorP3uiv(tipe: GLenum; color: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glColorP3uiv"
.}
proc colorP4ui(tipe: GLenum; color: uint32): void {.
cdecl, header: "<glew.h>", importc: "glColorP4ui"
.}
proc colorP4uiv(tipe: GLenum; color: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glColorP4uiv"
.}
proc multiTexCoordP1ui(texture: GLenum; tipe: GLenum; coords: uint32): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexCoordP1ui"
.}
proc multiTexCoordP1uiv(texture: GLenum; tipe: GLenum; coords: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexCoordP1uiv"
.}
proc multiTexCoordP2ui(texture: GLenum; tipe: GLenum; coords: uint32): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexCoordP2ui"
.}
proc multiTexCoordP2uiv(texture: GLenum; tipe: GLenum; coords: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexCoordP2uiv"
.}
proc multiTexCoordP3ui(texture: GLenum; tipe: GLenum; coords: uint32): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexCoordP3ui"
.}
proc multiTexCoordP3uiv(texture: GLenum; tipe: GLenum; coords: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexCoordP3uiv"
.}
proc multiTexCoordP4ui(texture: GLenum; tipe: GLenum; coords: uint32): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexCoordP4ui"
.}
proc multiTexCoordP4uiv(texture: GLenum; tipe: GLenum; coords: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexCoordP4uiv"
.}
proc normalP3ui(tipe: GLenum; coords: uint32): void {.
cdecl, header: "<glew.h>", importc: "glNormalP3ui"
.}
proc normalP3uiv(tipe: GLenum; coords: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glNormalP3uiv"
.}
proc secondaryColorP3ui(tipe: GLenum; color: uint32): void {.
cdecl, header: "<glew.h>", importc: "glSecondaryColorP3ui"
.}
proc secondaryColorP3uiv(tipe: GLenum; color: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glSecondaryColorP3uiv"
.}
proc texCoordP1ui(tipe: GLenum; coords: uint32): void {.
cdecl, header: "<glew.h>", importc: "glTexCoordP1ui"
.}
proc texCoordP1uiv(tipe: GLenum; coords: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glTexCoordP1uiv"
.}
proc texCoordP2ui(tipe: GLenum; coords: uint32): void {.
cdecl, header: "<glew.h>", importc: "glTexCoordP2ui"
.}
proc texCoordP2uiv(tipe: GLenum; coords: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glTexCoordP2uiv"
.}
proc texCoordP3ui(tipe: GLenum; coords: uint32): void {.
cdecl, header: "<glew.h>", importc: "glTexCoordP3ui"
.}
proc texCoordP3uiv(tipe: GLenum; coords: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glTexCoordP3uiv"
.}
proc texCoordP4ui(tipe: GLenum; coords: uint32): void {.
cdecl, header: "<glew.h>", importc: "glTexCoordP4ui"
.}
proc texCoordP4uiv(tipe: GLenum; coords: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glTexCoordP4uiv"
.}
proc vertexAttribP1ui(index: uint32; tipe: GLenum; normalized: bool; value: uint32): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribP1ui"
.}
proc vertexAttribP1uiv(index: uint32; tipe: GLenum; normalized: bool; value: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribP1uiv"
.}
proc vertexAttribP2ui(index: uint32; tipe: GLenum; normalized: bool; value: uint32): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribP2ui"
.}
proc vertexAttribP2uiv(index: uint32; tipe: GLenum; normalized: bool; value: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribP2uiv"
.}
proc vertexAttribP3ui(index: uint32; tipe: GLenum; normalized: bool; value: uint32): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribP3ui"
.}
proc vertexAttribP3uiv(index: uint32; tipe: GLenum; normalized: bool; value: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribP3uiv"
.}
proc vertexAttribP4ui(index: uint32; tipe: GLenum; normalized: bool; value: uint32): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribP4ui"
.}
proc vertexAttribP4uiv(index: uint32; tipe: GLenum; normalized: bool; value: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribP4uiv"
.}
proc vertexP2ui(tipe: GLenum; value: uint32): void {.
cdecl, header: "<glew.h>", importc: "glVertexP2ui"
.}
proc vertexP2uiv(tipe: GLenum; value: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glVertexP2uiv"
.}
proc vertexP3ui(tipe: GLenum; value: uint32): void {.
cdecl, header: "<glew.h>", importc: "glVertexP3ui"
.}
proc vertexP3uiv(tipe: GLenum; value: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glVertexP3uiv"
.}
proc vertexP4ui(tipe: GLenum; value: uint32): void {.
cdecl, header: "<glew.h>", importc: "glVertexP4ui"
.}
proc vertexP4uiv(tipe: GLenum; value: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glVertexP4uiv"
.}
proc depthRangeArrayv(first: uint32; count: int32; v: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glDepthRangeArrayv"
.}
proc depthRangeIndexed(index: uint32; n: float64; f: float64): void {.
cdecl, header: "<glew.h>", importc: "glDepthRangeIndexed"
.}
proc getDoublei_v(target: GLenum; index: uint32; data: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glGetDoublei_v"
.}
proc getFloati_v(target: GLenum; index: uint32; data: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glGetFloati_v"
.}
proc scissorArrayv(first: uint32; count: int32; v: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glScissorArrayv"
.}
proc scissorIndexed(index: uint32; left: int32; bottom: int32; width: int32;
                   height: int32): void {.
cdecl, header: "<glew.h>", importc: "glScissorIndexed"
.}
proc scissorIndexedv(index: uint32; v: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glScissorIndexedv"
.}
proc viewportArrayv(first: uint32; count: int32; v: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glViewportArrayv"
.}
proc viewportIndexedf(index: uint32; x: float32; y: float32; w: float32; h: float32): void {.
cdecl, header: "<glew.h>", importc: "glViewportIndexedf"
.}
proc viewportIndexedfv(index: uint32; v: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glViewportIndexedfv"
.}
proc windowPos2dARB(x: float64; y: float64): void {.
cdecl, header: "<glew.h>", importc: "glWindowPos2dARB"
.}
proc windowPos2dvARB(p: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glWindowPos2dvARB"
.}
proc windowPos2fARB(x: float32; y: float32): void {.
cdecl, header: "<glew.h>", importc: "glWindowPos2fARB"
.}
proc windowPos2fvARB(p: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glWindowPos2fvARB"
.}
proc windowPos2iARB(x: int32; y: int32): void {.
cdecl, header: "<glew.h>", importc: "glWindowPos2iARB"
.}
proc windowPos2ivARB(p: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glWindowPos2ivARB"
.}
proc windowPos2sARB(x: int16; y: int16): void {.
cdecl, header: "<glew.h>", importc: "glWindowPos2sARB"
.}
proc windowPos2svARB(p: ptr int16): void {.
cdecl, header: "<glew.h>", importc: "glWindowPos2svARB"
.}
proc windowPos3dARB(x: float64; y: float64; z: float64): void {.
cdecl, header: "<glew.h>", importc: "glWindowPos3dARB"
.}
proc windowPos3dvARB(p: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glWindowPos3dvARB"
.}
proc windowPos3fARB(x: float32; y: float32; z: float32): void {.
cdecl, header: "<glew.h>", importc: "glWindowPos3fARB"
.}
proc windowPos3fvARB(p: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glWindowPos3fvARB"
.}
proc windowPos3iARB(x: int32; y: int32; z: int32): void {.
cdecl, header: "<glew.h>", importc: "glWindowPos3iARB"
.}
proc windowPos3ivARB(p: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glWindowPos3ivARB"
.}
proc windowPos3sARB(x: int16; y: int16; z: int16): void {.
cdecl, header: "<glew.h>", importc: "glWindowPos3sARB"
.}
proc windowPos3svARB(p: ptr int16): void {.
cdecl, header: "<glew.h>", importc: "glWindowPos3svARB"
.}
proc drawBuffersATI(n: int32; bufs: ptr GLenum): void {.
cdecl, header: "<glew.h>", importc: "glDrawBuffersATI"
.}
proc drawElementArrayATI(mode: GLenum; count: int32): void {.
cdecl, header: "<glew.h>", importc: "glDrawElementArrayATI"
.}
proc drawRangeElementArrayATI(mode: GLenum; start: uint32; glEnd: uint32; count: int32): void {.
cdecl, header: "<glew.h>", importc: "glDrawRangeElementArrayATI"
.}
proc elementPointerATI(tipe: GLenum; poynter: pointer): void {.
cdecl, header: "<glew.h>", importc: "glElementPointerATI"
.}
proc getTexBumpParameterfvATI(pname: GLenum; param: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glGetTexBumpParameterfvATI"
.}
proc getTexBumpParameterivATI(pname: GLenum; param: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetTexBumpParameterivATI"
.}
proc texBumpParameterfvATI(pname: GLenum; param: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glTexBumpParameterfvATI"
.}
proc texBumpParameterivATI(pname: GLenum; param: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glTexBumpParameterivATI"
.}
proc alphaFragmentOp1ATI(op: GLenum; dst: uint32; dstMod: uint32; arg1: uint32;
                        arg1Rep: uint32; arg1Mod: uint32): void {.
cdecl, header: "<glew.h>", importc: "glAlphaFragmentOp1ATI"
.}
proc alphaFragmentOp2ATI(op: GLenum; dst: uint32; dstMod: uint32; arg1: uint32;
                        arg1Rep: uint32; arg1Mod: uint32; arg2: uint32;
                        arg2Rep: uint32; arg2Mod: uint32): void {.
cdecl, header: "<glew.h>", importc: "glAlphaFragmentOp2ATI"
.}
proc alphaFragmentOp3ATI(op: GLenum; dst: uint32; dstMod: uint32; arg1: uint32;
                        arg1Rep: uint32; arg1Mod: uint32; arg2: uint32;
                        arg2Rep: uint32; arg2Mod: uint32; arg3: uint32;
                        arg3Rep: uint32; arg3Mod: uint32): void {.
cdecl, header: "<glew.h>", importc: "glAlphaFragmentOp3ATI"
.}
proc beginFragmentShaderATI(): void {.
cdecl, header: "<glew.h>", importc: "glBeginFragmentShaderATI"
.}
proc bindFragmentShaderATI(id: uint32): void {.
cdecl, header: "<glew.h>", importc: "glBindFragmentShaderATI"
.}
proc colorFragmentOp1ATI(op: GLenum; dst: uint32; dstMask: uint32; dstMod: uint32;
                        arg1: uint32; arg1Rep: uint32; arg1Mod: uint32): void {.
cdecl, header: "<glew.h>", importc: "glColorFragmentOp1ATI"
.}
proc colorFragmentOp2ATI(op: GLenum; dst: uint32; dstMask: uint32; dstMod: uint32;
                        arg1: uint32; arg1Rep: uint32; arg1Mod: uint32; arg2: uint32;
                        arg2Rep: uint32; arg2Mod: uint32): void {.
cdecl, header: "<glew.h>", importc: "glColorFragmentOp2ATI"
.}
proc colorFragmentOp3ATI(op: GLenum; dst: uint32; dstMask: uint32; dstMod: uint32;
                        arg1: uint32; arg1Rep: uint32; arg1Mod: uint32; arg2: uint32;
                        arg2Rep: uint32; arg2Mod: uint32; arg3: uint32;
                        arg3Rep: uint32; arg3Mod: uint32): void {.
cdecl, header: "<glew.h>", importc: "glColorFragmentOp3ATI"
.}
proc deleteFragmentShaderATI(id: uint32): void {.
cdecl, header: "<glew.h>", importc: "glDeleteFragmentShaderATI"
.}
proc endFragmentShaderATI(): void {.
cdecl, header: "<glew.h>", importc: "glEndFragmentShaderATI"
.}
proc genFragmentShadersATI(rangee: uint32): uint32 {.
cdecl, header: "<glew.h>", importc: "glGenFragmentShadersATI"
.}
proc passTexCoordATI(dst: uint32; coord: uint32; swizzle: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glPassTexCoordATI"
.}
proc sampleMapATI(dst: uint32; interp: uint32; swizzle: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glSampleMapATI"
.}
proc setFragmentShaderConstantATI(dst: uint32; value: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glSetFragmentShaderConstantATI"
.}
proc mapObjectBufferATI(buffer: uint32): void {.
cdecl, header: "<glew.h>", importc: "glMapObjectBufferATI"
.}
proc unmapObjectBufferATI(buffer: uint32): void {.
cdecl, header: "<glew.h>", importc: "glUnmapObjectBufferATI"
.}
proc pNTrianglesfATI(pname: GLenum; param: float32): void {.
cdecl, header: "<glew.h>", importc: "glPNTrianglesfATI"
.}
proc pNTrianglesiATI(pname: GLenum; param: int32): void {.
cdecl, header: "<glew.h>", importc: "glPNTrianglesiATI"
.}
proc stencilFuncSeparateATI(frontfunc: GLenum; backfunc: GLenum; reff: int32;
                           mask: uint32): void {.
cdecl, header: "<glew.h>", importc: "glStencilFuncSeparateATI"
.}
proc stencilOpSeparateATI(face: GLenum; sfail: GLenum; dpfail: GLenum; dppass: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glStencilOpSeparateATI"
.}
proc arrayObjectATI(arrai: GLenum; size: int32; tipe: GLenum; stride: int32;
                   buffer: uint32; offset: uint32): void {.
cdecl, header: "<glew.h>", importc: "glArrayObjectATI"
.}
proc freeObjectBufferATI(buffer: uint32): void {.
cdecl, header: "<glew.h>", importc: "glFreeObjectBufferATI"
.}
proc getArrayObjectfvATI(arrai: GLenum; pname: GLenum; params: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glGetArrayObjectfvATI"
.}
proc getArrayObjectivATI(arrai: GLenum; pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetArrayObjectivATI"
.}
proc getObjectBufferfvATI(buffer: uint32; pname: GLenum; params: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glGetObjectBufferfvATI"
.}
proc getObjectBufferivATI(buffer: uint32; pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetObjectBufferivATI"
.}
proc getVariantArrayObjectfvATI(id: uint32; pname: GLenum; params: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glGetVariantArrayObjectfvATI"
.}
proc getVariantArrayObjectivATI(id: uint32; pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetVariantArrayObjectivATI"
.}
proc isObjectBufferATI(buffer: uint32): bool {.
cdecl, header: "<glew.h>", importc: "glIsObjectBufferATI"
.}
proc newObjectBufferATI(size: int32; poynter: pointer; usage: GLenum): uint32 {.
cdecl, header: "<glew.h>", importc: "glNewObjectBufferATI"
.}
proc updateObjectBufferATI(buffer: uint32; offset: uint32; size: int32;
                          poynter: pointer; preserve: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glUpdateObjectBufferATI"
.}
proc variantArrayObjectATI(id: uint32; tipe: GLenum; stride: int32; buffer: uint32;
                          offset: uint32): void {.
cdecl, header: "<glew.h>", importc: "glVariantArrayObjectATI"
.}
proc getVertexAttribArrayObjectfvATI(index: uint32; pname: GLenum;
                                    params: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glGetVertexAttribArrayObjectfvATI"
.}
proc getVertexAttribArrayObjectivATI(index: uint32; pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetVertexAttribArrayObjectivATI"
.}
proc vertexAttribArrayObjectATI(index: uint32; size: int32; tipe: GLenum;
                               normalized: bool; stride: int32; buffer: uint32;
                               offset: uint32): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribArrayObjectATI"
.}
proc clientActiveVertexStreamATI(stream: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glClientActiveVertexStreamATI"
.}
proc normalStream3bATI(stream: GLenum; x: int8; y: int8; z: int8): void {.
cdecl, header: "<glew.h>", importc: "glNormalStream3bATI"
.}
proc normalStream3bvATI(stream: GLenum; coords: ptr int8): void {.
cdecl, header: "<glew.h>", importc: "glNormalStream3bvATI"
.}
proc normalStream3dATI(stream: GLenum; x: float64; y: float64; z: float64): void {.
cdecl, header: "<glew.h>", importc: "glNormalStream3dATI"
.}
proc normalStream3dvATI(stream: GLenum; coords: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glNormalStream3dvATI"
.}
proc normalStream3fATI(stream: GLenum; x: float32; y: float32; z: float32): void {.
cdecl, header: "<glew.h>", importc: "glNormalStream3fATI"
.}
proc normalStream3fvATI(stream: GLenum; coords: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glNormalStream3fvATI"
.}
proc normalStream3iATI(stream: GLenum; x: int32; y: int32; z: int32): void {.
cdecl, header: "<glew.h>", importc: "glNormalStream3iATI"
.}
proc normalStream3ivATI(stream: GLenum; coords: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glNormalStream3ivATI"
.}
proc normalStream3sATI(stream: GLenum; x: int16; y: int16; z: int16): void {.
cdecl, header: "<glew.h>", importc: "glNormalStream3sATI"
.}
proc normalStream3svATI(stream: GLenum; coords: ptr int16): void {.
cdecl, header: "<glew.h>", importc: "glNormalStream3svATI"
.}
proc vertexBlendEnvfATI(pname: GLenum; param: float32): void {.
cdecl, header: "<glew.h>", importc: "glVertexBlendEnvfATI"
.}
proc vertexBlendEnviATI(pname: GLenum; param: int32): void {.
cdecl, header: "<glew.h>", importc: "glVertexBlendEnviATI"
.}
proc vertexStream1dATI(stream: GLenum; x: float64): void {.
cdecl, header: "<glew.h>", importc: "glVertexStream1dATI"
.}
proc vertexStream1dvATI(stream: GLenum; coords: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glVertexStream1dvATI"
.}
proc vertexStream1fATI(stream: GLenum; x: float32): void {.
cdecl, header: "<glew.h>", importc: "glVertexStream1fATI"
.}
proc vertexStream1fvATI(stream: GLenum; coords: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glVertexStream1fvATI"
.}
proc vertexStream1iATI(stream: GLenum; x: int32): void {.
cdecl, header: "<glew.h>", importc: "glVertexStream1iATI"
.}
proc vertexStream1ivATI(stream: GLenum; coords: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glVertexStream1ivATI"
.}
proc vertexStream1sATI(stream: GLenum; x: int16): void {.
cdecl, header: "<glew.h>", importc: "glVertexStream1sATI"
.}
proc vertexStream1svATI(stream: GLenum; coords: ptr int16): void {.
cdecl, header: "<glew.h>", importc: "glVertexStream1svATI"
.}
proc vertexStream2dATI(stream: GLenum; x: float64; y: float64): void {.
cdecl, header: "<glew.h>", importc: "glVertexStream2dATI"
.}
proc vertexStream2dvATI(stream: GLenum; coords: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glVertexStream2dvATI"
.}
proc vertexStream2fATI(stream: GLenum; x: float32; y: float32): void {.
cdecl, header: "<glew.h>", importc: "glVertexStream2fATI"
.}
proc vertexStream2fvATI(stream: GLenum; coords: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glVertexStream2fvATI"
.}
proc vertexStream2iATI(stream: GLenum; x: int32; y: int32): void {.
cdecl, header: "<glew.h>", importc: "glVertexStream2iATI"
.}
proc vertexStream2ivATI(stream: GLenum; coords: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glVertexStream2ivATI"
.}
proc vertexStream2sATI(stream: GLenum; x: int16; y: int16): void {.
cdecl, header: "<glew.h>", importc: "glVertexStream2sATI"
.}
proc vertexStream2svATI(stream: GLenum; coords: ptr int16): void {.
cdecl, header: "<glew.h>", importc: "glVertexStream2svATI"
.}
proc vertexStream3dATI(stream: GLenum; x: float64; y: float64; z: float64): void {.
cdecl, header: "<glew.h>", importc: "glVertexStream3dATI"
.}
proc vertexStream3dvATI(stream: GLenum; coords: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glVertexStream3dvATI"
.}
proc vertexStream3fATI(stream: GLenum; x: float32; y: float32; z: float32): void {.
cdecl, header: "<glew.h>", importc: "glVertexStream3fATI"
.}
proc vertexStream3fvATI(stream: GLenum; coords: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glVertexStream3fvATI"
.}
proc vertexStream3iATI(stream: GLenum; x: int32; y: int32; z: int32): void {.
cdecl, header: "<glew.h>", importc: "glVertexStream3iATI"
.}
proc vertexStream3ivATI(stream: GLenum; coords: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glVertexStream3ivATI"
.}
proc vertexStream3sATI(stream: GLenum; x: int16; y: int16; z: int16): void {.
cdecl, header: "<glew.h>", importc: "glVertexStream3sATI"
.}
proc vertexStream3svATI(stream: GLenum; coords: ptr int16): void {.
cdecl, header: "<glew.h>", importc: "glVertexStream3svATI"
.}
proc vertexStream4dATI(stream: GLenum; x: float64; y: float64; z: float64; w: float64): void {.
cdecl, header: "<glew.h>", importc: "glVertexStream4dATI"
.}
proc vertexStream4dvATI(stream: GLenum; coords: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glVertexStream4dvATI"
.}
proc vertexStream4fATI(stream: GLenum; x: float32; y: float32; z: float32; w: float32): void {.
cdecl, header: "<glew.h>", importc: "glVertexStream4fATI"
.}
proc vertexStream4fvATI(stream: GLenum; coords: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glVertexStream4fvATI"
.}
proc vertexStream4iATI(stream: GLenum; x: int32; y: int32; z: int32; w: int32): void {.
cdecl, header: "<glew.h>", importc: "glVertexStream4iATI"
.}
proc vertexStream4ivATI(stream: GLenum; coords: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glVertexStream4ivATI"
.}
proc vertexStream4sATI(stream: GLenum; x: int16; y: int16; z: int16; w: int16): void {.
cdecl, header: "<glew.h>", importc: "glVertexStream4sATI"
.}
proc vertexStream4svATI(stream: GLenum; coords: ptr int16): void {.
cdecl, header: "<glew.h>", importc: "glVertexStream4svATI"
.}
proc drawArraysInstancedBaseInstanceEXT(mode: GLenum; first: int32; count: int32;
                                       instancecount: int32; baseinstance: uint32): void {.
cdecl, header: "<glew.h>", importc: "glDrawArraysInstancedBaseInstanceEXT"
.}
proc drawElementsInstancedBaseInstanceEXT(mode: GLenum; count: int32; tipe: GLenum;
    indices: pointer; instancecount: int32; baseinstance: uint32): void {.
cdecl, header: "<glew.h>", importc: "glDrawElementsInstancedBaseInstanceEXT"
.}
proc drawElementsInstancedBaseVertexBaseInstanceEXT(mode: GLenum; count: int32;
    tipe: GLenum; indices: pointer; instancecount: int32; basevertex: int32;
    baseinstance: uint32): void {.
cdecl, header: "<glew.h>", importc: "glDrawElementsInstancedBaseVertexBaseInstanceEXT"
.}
proc getUniformBufferSizeEXT(program: uint32; location: int32): int32 {.
cdecl, header: "<glew.h>", importc: "glGetUniformBufferSizeEXT"
.}
proc getUniformOffsetEXT(program: uint32; location: int32): int32 {.
cdecl, header: "<glew.h>", importc: "glGetUniformOffsetEXT"
.}
proc uniformBufferEXT(program: uint32; location: int32; buffer: uint32): void {.
cdecl, header: "<glew.h>", importc: "glUniformBufferEXT"
.}
proc blendColorEXT(red: float32; green: float32; blue: float32; alpha: float32): void {.
cdecl, header: "<glew.h>", importc: "glBlendColorEXT"
.}
proc blendEquationSeparateEXT(modeRGB: GLenum; modeAlpha: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glBlendEquationSeparateEXT"
.}
proc bindFragDataLocationIndexedEXT(program: uint32; colorNumber: uint32;
                                   index: uint32; name: cstring): void {.
cdecl, header: "<glew.h>", importc: "glBindFragDataLocationIndexedEXT"
.}
proc getFragDataIndexEXT(program: uint32; name: cstring): int32 {.
cdecl, header: "<glew.h>", importc: "glGetFragDataIndexEXT"
.}
proc getProgramResourceLocationIndexEXT(program: uint32; programInterface: GLenum;
                                       name: cstring): int32 {.
cdecl, header: "<glew.h>", importc: "glGetProgramResourceLocationIndexEXT"
.}
proc blendFuncSeparateEXT(sfactorRGB: GLenum; dfactorRGB: GLenum;
                         sfactorAlpha: GLenum; dfactorAlpha: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glBlendFuncSeparateEXT"
.}
proc blendEquationEXT(mode: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glBlendEquationEXT"
.}
proc bufferStorageEXT(target: GLenum; size: int32; data: pointer; flags: uint32): void {.
cdecl, header: "<glew.h>", importc: "glBufferStorageEXT"
.}
proc namedBufferStorageEXT(buffer: uint32; size: int32; data: pointer; flags: uint32): void {.
cdecl, header: "<glew.h>", importc: "glNamedBufferStorageEXT"
.}
proc clearTexImageEXT(texture: uint32; level: int32; format: GLenum; tipe: GLenum;
                     data: pointer): void {.
cdecl, header: "<glew.h>", importc: "glClearTexImageEXT"
.}
proc clearTexSubImageEXT(texture: uint32; level: int32; xoffset: int32; yoffset: int32;
                        zoffset: int32; width: int32; height: int32; depth: int32;
                        format: GLenum; tipe: GLenum; data: pointer): void {.
cdecl, header: "<glew.h>", importc: "glClearTexSubImageEXT"
.}
proc colorSubTableEXT(target: GLenum; start: int32; count: int32; format: GLenum;
                     tipe: GLenum; data: pointer): void {.
cdecl, header: "<glew.h>", importc: "glColorSubTableEXT"
.}
proc copyColorSubTableEXT(target: GLenum; start: int32; x: int32; y: int32; width: int32): void {.
cdecl, header: "<glew.h>", importc: "glCopyColorSubTableEXT"
.}
proc lockArraysEXT(first: int32; count: int32): void {.
cdecl, header: "<glew.h>", importc: "glLockArraysEXT"
.}
proc unlockArraysEXT(): void {.
cdecl, header: "<glew.h>", importc: "glUnlockArraysEXT"
.}
proc convolutionFilter1DEXT(target: GLenum; internalformat: GLenum; width: int32;
                           format: GLenum; tipe: GLenum; image: pointer): void {.
cdecl, header: "<glew.h>", importc: "glConvolutionFilter1DEXT"
.}
proc convolutionFilter2DEXT(target: GLenum; internalformat: GLenum; width: int32;
                           height: int32; format: GLenum; tipe: GLenum; image: pointer): void {.
cdecl, header: "<glew.h>", importc: "glConvolutionFilter2DEXT"
.}
proc convolutionParameterfEXT(target: GLenum; pname: GLenum; param: float32): void {.
cdecl, header: "<glew.h>", importc: "glConvolutionParameterfEXT"
.}
proc convolutionParameterfvEXT(target: GLenum; pname: GLenum; params: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glConvolutionParameterfvEXT"
.}
proc convolutionParameteriEXT(target: GLenum; pname: GLenum; param: int32): void {.
cdecl, header: "<glew.h>", importc: "glConvolutionParameteriEXT"
.}
proc convolutionParameterivEXT(target: GLenum; pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glConvolutionParameterivEXT"
.}
proc copyConvolutionFilter1DEXT(target: GLenum; internalformat: GLenum; x: int32;
                               y: int32; width: int32): void {.
cdecl, header: "<glew.h>", importc: "glCopyConvolutionFilter1DEXT"
.}
proc copyConvolutionFilter2DEXT(target: GLenum; internalformat: GLenum; x: int32;
                               y: int32; width: int32; height: int32): void {.
cdecl, header: "<glew.h>", importc: "glCopyConvolutionFilter2DEXT"
.}
proc getConvolutionFilterEXT(target: GLenum; format: GLenum; tipe: GLenum;
                            image: pointer): void {.
cdecl, header: "<glew.h>", importc: "glGetConvolutionFilterEXT"
.}
proc getConvolutionParameterfvEXT(target: GLenum; pname: GLenum; params: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glGetConvolutionParameterfvEXT"
.}
proc getConvolutionParameterivEXT(target: GLenum; pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetConvolutionParameterivEXT"
.}
proc getSeparableFilterEXT(target: GLenum; format: GLenum; tipe: GLenum; row: pointer;
                          column: pointer; span: pointer): void {.
cdecl, header: "<glew.h>", importc: "glGetSeparableFilterEXT"
.}
proc separableFilter2DEXT(target: GLenum; internalformat: GLenum; width: int32;
                         height: int32; format: GLenum; tipe: GLenum; row: pointer;
                         column: pointer): void {.
cdecl, header: "<glew.h>", importc: "glSeparableFilter2DEXT"
.}
proc binormalPointerEXT(tipe: GLenum; stride: int32; poynter: pointer): void {.
cdecl, header: "<glew.h>", importc: "glBinormalPointerEXT"
.}
proc tangentPointerEXT(tipe: GLenum; stride: int32; poynter: pointer): void {.
cdecl, header: "<glew.h>", importc: "glTangentPointerEXT"
.}
proc copyImageSubDataEXT(srcName: uint32; srcTarget: GLenum; srcLevel: int32;
                        srcX: int32; srcY: int32; srcZ: int32; dstName: uint32;
                        dstTarget: GLenum; dstLevel: int32; dstX: int32; dstY: int32;
                        dstZ: int32; srcWidth: int32; srcHeight: int32;
                        srcDepth: int32): void {.
cdecl, header: "<glew.h>", importc: "glCopyImageSubDataEXT"
.}
proc copyTexImage1DEXT(target: GLenum; level: int32; internalformat: GLenum; x: int32;
                      y: int32; width: int32; border: int32): void {.
cdecl, header: "<glew.h>", importc: "glCopyTexImage1DEXT"
.}
proc copyTexImage2DEXT(target: GLenum; level: int32; internalformat: GLenum; x: int32;
                      y: int32; width: int32; height: int32; border: int32): void {.
cdecl, header: "<glew.h>", importc: "glCopyTexImage2DEXT"
.}
proc copyTexSubImage1DEXT(target: GLenum; level: int32; xoffset: int32; x: int32;
                         y: int32; width: int32): void {.
cdecl, header: "<glew.h>", importc: "glCopyTexSubImage1DEXT"
.}
proc copyTexSubImage2DEXT(target: GLenum; level: int32; xoffset: int32; yoffset: int32;
                         x: int32; y: int32; width: int32; height: int32): void {.
cdecl, header: "<glew.h>", importc: "glCopyTexSubImage2DEXT"
.}
proc copyTexSubImage3DEXT(target: GLenum; level: int32; xoffset: int32; yoffset: int32;
                         zoffset: int32; x: int32; y: int32; width: int32; height: int32): void {.
cdecl, header: "<glew.h>", importc: "glCopyTexSubImage3DEXT"
.}
proc cullParameterdvEXT(pname: GLenum; params: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glCullParameterdvEXT"
.}
proc cullParameterfvEXT(pname: GLenum; params: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glCullParameterfvEXT"
.}
proc getObjectLabelEXT(tipe: GLenum; obj: uint32; bufSize: int32; length: ptr int32;
                      label: ptr char): void {.
cdecl, header: "<glew.h>", importc: "glGetObjectLabelEXT"
.}
proc labelObjectEXT(tipe: GLenum; obj: uint32; length: int32; label: cstring): void {.
cdecl, header: "<glew.h>", importc: "glLabelObjectEXT"
.}
proc insertEventMarkerEXT(length: int32; marker: cstring): void {.
cdecl, header: "<glew.h>", importc: "glInsertEventMarkerEXT"
.}
proc popGroupMarkerEXT(): void {.
cdecl, header: "<glew.h>", importc: "glPopGroupMarkerEXT"
.}
proc pushGroupMarkerEXT(length: int32; marker: cstring): void {.
cdecl, header: "<glew.h>", importc: "glPushGroupMarkerEXT"
.}
proc depthBoundsEXT(zmin: float64; zmax: float64): void {.
cdecl, header: "<glew.h>", importc: "glDepthBoundsEXT"
.}
proc bindMultiTextureEXT(texunit: GLenum; target: GLenum; texture: uint32): void {.
cdecl, header: "<glew.h>", importc: "glBindMultiTextureEXT"
.}
proc checkNamedFramebufferStatusEXT(framebuffer: uint32; target: GLenum): GLenum {.
cdecl, header: "<glew.h>", importc: "glCheckNamedFramebufferStatusEXT"
.}
proc clientAttribDefaultEXT(mask: uint32): void {.
cdecl, header: "<glew.h>", importc: "glClientAttribDefaultEXT"
.}
proc compressedMultiTexImage1DEXT(texunit: GLenum; target: GLenum; level: int32;
                                 internalformat: GLenum; width: int32;
                                 border: int32; imageSize: int32; data: pointer): void {.
cdecl, header: "<glew.h>", importc: "glCompressedMultiTexImage1DEXT"
.}
proc compressedMultiTexImage2DEXT(texunit: GLenum; target: GLenum; level: int32;
                                 internalformat: GLenum; width: int32;
                                 height: int32; border: int32; imageSize: int32;
                                 data: pointer): void {.
cdecl, header: "<glew.h>", importc: "glCompressedMultiTexImage2DEXT"
.}
proc compressedMultiTexImage3DEXT(texunit: GLenum; target: GLenum; level: int32;
                                 internalformat: GLenum; width: int32;
                                 height: int32; depth: int32; border: int32;
                                 imageSize: int32; data: pointer): void {.
cdecl, header: "<glew.h>", importc: "glCompressedMultiTexImage3DEXT"
.}
proc compressedMultiTexSubImage1DEXT(texunit: GLenum; target: GLenum; level: int32;
                                    xoffset: int32; width: int32; format: GLenum;
                                    imageSize: int32; data: pointer): void {.
cdecl, header: "<glew.h>", importc: "glCompressedMultiTexSubImage1DEXT"
.}
proc compressedMultiTexSubImage2DEXT(texunit: GLenum; target: GLenum; level: int32;
                                    xoffset: int32; yoffset: int32; width: int32;
                                    height: int32; format: GLenum; imageSize: int32;
                                    data: pointer): void {.
cdecl, header: "<glew.h>", importc: "glCompressedMultiTexSubImage2DEXT"
.}
proc compressedMultiTexSubImage3DEXT(texunit: GLenum; target: GLenum; level: int32;
                                    xoffset: int32; yoffset: int32; zoffset: int32;
                                    width: int32; height: int32; depth: int32;
                                    format: GLenum; imageSize: int32; data: pointer): void {.
cdecl, header: "<glew.h>", importc: "glCompressedMultiTexSubImage3DEXT"
.}
proc compressedTextureImage1DEXT(texture: uint32; target: GLenum; level: int32;
                                internalformat: GLenum; width: int32; border: int32;
                                imageSize: int32; data: pointer): void {.
cdecl, header: "<glew.h>", importc: "glCompressedTextureImage1DEXT"
.}
proc compressedTextureImage2DEXT(texture: uint32; target: GLenum; level: int32;
                                internalformat: GLenum; width: int32; height: int32;
                                border: int32; imageSize: int32; data: pointer): void {.
cdecl, header: "<glew.h>", importc: "glCompressedTextureImage2DEXT"
.}
proc compressedTextureImage3DEXT(texture: uint32; target: GLenum; level: int32;
                                internalformat: GLenum; width: int32; height: int32;
                                depth: int32; border: int32; imageSize: int32;
                                data: pointer): void {.
cdecl, header: "<glew.h>", importc: "glCompressedTextureImage3DEXT"
.}
proc compressedTextureSubImage1DEXT(texture: uint32; target: GLenum; level: int32;
                                   xoffset: int32; width: int32; format: GLenum;
                                   imageSize: int32; data: pointer): void {.
cdecl, header: "<glew.h>", importc: "glCompressedTextureSubImage1DEXT"
.}
proc compressedTextureSubImage2DEXT(texture: uint32; target: GLenum; level: int32;
                                   xoffset: int32; yoffset: int32; width: int32;
                                   height: int32; format: GLenum; imageSize: int32;
                                   data: pointer): void {.
cdecl, header: "<glew.h>", importc: "glCompressedTextureSubImage2DEXT"
.}
proc compressedTextureSubImage3DEXT(texture: uint32; target: GLenum; level: int32;
                                   xoffset: int32; yoffset: int32; zoffset: int32;
                                   width: int32; height: int32; depth: int32;
                                   format: GLenum; imageSize: int32; data: pointer): void {.
cdecl, header: "<glew.h>", importc: "glCompressedTextureSubImage3DEXT"
.}
proc copyMultiTexImage1DEXT(texunit: GLenum; target: GLenum; level: int32;
                           internalformat: GLenum; x: int32; y: int32; width: int32;
                           border: int32): void {.
cdecl, header: "<glew.h>", importc: "glCopyMultiTexImage1DEXT"
.}
proc copyMultiTexImage2DEXT(texunit: GLenum; target: GLenum; level: int32;
                           internalformat: GLenum; x: int32; y: int32; width: int32;
                           height: int32; border: int32): void {.
cdecl, header: "<glew.h>", importc: "glCopyMultiTexImage2DEXT"
.}
proc copyMultiTexSubImage1DEXT(texunit: GLenum; target: GLenum; level: int32;
                              xoffset: int32; x: int32; y: int32; width: int32): void {.
cdecl, header: "<glew.h>", importc: "glCopyMultiTexSubImage1DEXT"
.}
proc copyMultiTexSubImage2DEXT(texunit: GLenum; target: GLenum; level: int32;
                              xoffset: int32; yoffset: int32; x: int32; y: int32;
                              width: int32; height: int32): void {.
cdecl, header: "<glew.h>", importc: "glCopyMultiTexSubImage2DEXT"
.}
proc copyMultiTexSubImage3DEXT(texunit: GLenum; target: GLenum; level: int32;
                              xoffset: int32; yoffset: int32; zoffset: int32;
                              x: int32; y: int32; width: int32; height: int32): void {.
cdecl, header: "<glew.h>", importc: "glCopyMultiTexSubImage3DEXT"
.}
proc copyTextureImage1DEXT(texture: uint32; target: GLenum; level: int32;
                          internalformat: GLenum; x: int32; y: int32; width: int32;
                          border: int32): void {.
cdecl, header: "<glew.h>", importc: "glCopyTextureImage1DEXT"
.}
proc copyTextureImage2DEXT(texture: uint32; target: GLenum; level: int32;
                          internalformat: GLenum; x: int32; y: int32; width: int32;
                          height: int32; border: int32): void {.
cdecl, header: "<glew.h>", importc: "glCopyTextureImage2DEXT"
.}
proc copyTextureSubImage1DEXT(texture: uint32; target: GLenum; level: int32;
                             xoffset: int32; x: int32; y: int32; width: int32): void {.
cdecl, header: "<glew.h>", importc: "glCopyTextureSubImage1DEXT"
.}
proc copyTextureSubImage2DEXT(texture: uint32; target: GLenum; level: int32;
                             xoffset: int32; yoffset: int32; x: int32; y: int32;
                             width: int32; height: int32): void {.
cdecl, header: "<glew.h>", importc: "glCopyTextureSubImage2DEXT"
.}
proc copyTextureSubImage3DEXT(texture: uint32; target: GLenum; level: int32;
                             xoffset: int32; yoffset: int32; zoffset: int32; x: int32;
                             y: int32; width: int32; height: int32): void {.
cdecl, header: "<glew.h>", importc: "glCopyTextureSubImage3DEXT"
.}
proc disableClientStateIndexedEXT(arrai: GLenum; index: uint32): void {.
cdecl, header: "<glew.h>", importc: "glDisableClientStateIndexedEXT"
.}
proc disableClientStateiEXT(arrai: GLenum; index: uint32): void {.
cdecl, header: "<glew.h>", importc: "glDisableClientStateiEXT"
.}
proc disableVertexArrayAttribEXT(vaobj: uint32; index: uint32): void {.
cdecl, header: "<glew.h>", importc: "glDisableVertexArrayAttribEXT"
.}
proc disableVertexArrayEXT(vaobj: uint32; arrai: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glDisableVertexArrayEXT"
.}
proc enableClientStateIndexedEXT(arrai: GLenum; index: uint32): void {.
cdecl, header: "<glew.h>", importc: "glEnableClientStateIndexedEXT"
.}
proc enableClientStateiEXT(arrai: GLenum; index: uint32): void {.
cdecl, header: "<glew.h>", importc: "glEnableClientStateiEXT"
.}
proc enableVertexArrayAttribEXT(vaobj: uint32; index: uint32): void {.
cdecl, header: "<glew.h>", importc: "glEnableVertexArrayAttribEXT"
.}
proc enableVertexArrayEXT(vaobj: uint32; arrai: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glEnableVertexArrayEXT"
.}
proc flushMappedNamedBufferRangeEXT(buffer: uint32; offset: int32; length: int32): void {.
cdecl, header: "<glew.h>", importc: "glFlushMappedNamedBufferRangeEXT"
.}
proc framebufferDrawBufferEXT(framebuffer: uint32; mode: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glFramebufferDrawBufferEXT"
.}
proc framebufferDrawBuffersEXT(framebuffer: uint32; n: int32; bufs: ptr GLenum): void {.
cdecl, header: "<glew.h>", importc: "glFramebufferDrawBuffersEXT"
.}
proc framebufferReadBufferEXT(framebuffer: uint32; mode: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glFramebufferReadBufferEXT"
.}
proc generateMultiTexMipmapEXT(texunit: GLenum; target: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glGenerateMultiTexMipmapEXT"
.}
proc generateTextureMipmapEXT(texture: uint32; target: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glGenerateTextureMipmapEXT"
.}
proc getCompressedMultiTexImageEXT(texunit: GLenum; target: GLenum; level: int32;
                                  img: pointer): void {.
cdecl, header: "<glew.h>", importc: "glGetCompressedMultiTexImageEXT"
.}
proc getCompressedTextureImageEXT(texture: uint32; target: GLenum; level: int32;
                                 img: pointer): void {.
cdecl, header: "<glew.h>", importc: "glGetCompressedTextureImageEXT"
.}
proc getDoubleIndexedvEXT(target: GLenum; index: uint32; params: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glGetDoubleIndexedvEXT"
.}
proc getDoublei_vEXT(pname: GLenum; index: uint32; params: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glGetDoublei_vEXT"
.}
proc getFloatIndexedvEXT(target: GLenum; index: uint32; params: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glGetFloatIndexedvEXT"
.}
proc getFloati_vEXT(pname: GLenum; index: uint32; params: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glGetFloati_vEXT"
.}
proc getFramebufferParameterivEXT(framebuffer: uint32; pname: GLenum;
                                 param: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetFramebufferParameterivEXT"
.}
proc getMultiTexEnvfvEXT(texunit: GLenum; target: GLenum; pname: GLenum;
                        params: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glGetMultiTexEnvfvEXT"
.}
proc getMultiTexEnvivEXT(texunit: GLenum; target: GLenum; pname: GLenum;
                        params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetMultiTexEnvivEXT"
.}
proc getMultiTexGendvEXT(texunit: GLenum; coord: GLenum; pname: GLenum;
                        params: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glGetMultiTexGendvEXT"
.}
proc getMultiTexGenfvEXT(texunit: GLenum; coord: GLenum; pname: GLenum;
                        params: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glGetMultiTexGenfvEXT"
.}
proc getMultiTexGenivEXT(texunit: GLenum; coord: GLenum; pname: GLenum;
                        params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetMultiTexGenivEXT"
.}
proc getMultiTexImageEXT(texunit: GLenum; target: GLenum; level: int32; format: GLenum;
                        tipe: GLenum; pixels: pointer): void {.
cdecl, header: "<glew.h>", importc: "glGetMultiTexImageEXT"
.}
proc getMultiTexLevelParameterfvEXT(texunit: GLenum; target: GLenum; level: int32;
                                   pname: GLenum; params: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glGetMultiTexLevelParameterfvEXT"
.}
proc getMultiTexLevelParameterivEXT(texunit: GLenum; target: GLenum; level: int32;
                                   pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetMultiTexLevelParameterivEXT"
.}
proc getMultiTexParameterIivEXT(texunit: GLenum; target: GLenum; pname: GLenum;
                               params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetMultiTexParameterIivEXT"
.}
proc getMultiTexParameterIuivEXT(texunit: GLenum; target: GLenum; pname: GLenum;
                                params: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glGetMultiTexParameterIuivEXT"
.}
proc getMultiTexParameterfvEXT(texunit: GLenum; target: GLenum; pname: GLenum;
                              params: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glGetMultiTexParameterfvEXT"
.}
proc getMultiTexParameterivEXT(texunit: GLenum; target: GLenum; pname: GLenum;
                              params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetMultiTexParameterivEXT"
.}
proc getNamedBufferParameterivEXT(buffer: uint32; pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetNamedBufferParameterivEXT"
.}
proc getNamedBufferPointervEXT(buffer: uint32; pname: GLenum; params: ptr void): void {.
cdecl, header: "<glew.h>", importc: "glGetNamedBufferPointervEXT"
.}
proc getNamedBufferSubDataEXT(buffer: uint32; offset: int32; size: int32; data: pointer): void {.
cdecl, header: "<glew.h>", importc: "glGetNamedBufferSubDataEXT"
.}
proc getNamedFramebufferAttachmentParameterivEXT(framebuffer: uint32;
    attachment: GLenum; pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetNamedFramebufferAttachmentParameterivEXT"
.}
proc getNamedProgramLocalParameterIivEXT(program: uint32; target: GLenum;
                                        index: uint32; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetNamedProgramLocalParameterIivEXT"
.}
proc getNamedProgramLocalParameterIuivEXT(program: uint32; target: GLenum;
    index: uint32; params: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glGetNamedProgramLocalParameterIuivEXT"
.}
proc getNamedProgramLocalParameterdvEXT(program: uint32; target: GLenum;
                                       index: uint32; params: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glGetNamedProgramLocalParameterdvEXT"
.}
proc getNamedProgramLocalParameterfvEXT(program: uint32; target: GLenum;
                                       index: uint32; params: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glGetNamedProgramLocalParameterfvEXT"
.}
proc getNamedProgramStringEXT(program: uint32; target: GLenum; pname: GLenum;
                             stryng: pointer): void {.
cdecl, header: "<glew.h>", importc: "glGetNamedProgramStringEXT"
.}
proc getNamedProgramivEXT(program: uint32; target: GLenum; pname: GLenum;
                         params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetNamedProgramivEXT"
.}
proc getNamedRenderbufferParameterivEXT(renderbuffer: uint32; pname: GLenum;
                                       params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetNamedRenderbufferParameterivEXT"
.}
proc getPointerIndexedvEXT(target: GLenum; index: uint32; params: ptr void): void {.
cdecl, header: "<glew.h>", importc: "glGetPointerIndexedvEXT"
.}
proc getPointeri_vEXT(pname: GLenum; index: uint32; params: ptr void): void {.
cdecl, header: "<glew.h>", importc: "glGetPointeri_vEXT"
.}
proc getTextureImageEXT(texture: uint32; target: GLenum; level: int32; format: GLenum;
                       tipe: GLenum; pixels: pointer): void {.
cdecl, header: "<glew.h>", importc: "glGetTextureImageEXT"
.}
proc getTextureLevelParameterfvEXT(texture: uint32; target: GLenum; level: int32;
                                  pname: GLenum; params: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glGetTextureLevelParameterfvEXT"
.}
proc getTextureLevelParameterivEXT(texture: uint32; target: GLenum; level: int32;
                                  pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetTextureLevelParameterivEXT"
.}
proc getTextureParameterIivEXT(texture: uint32; target: GLenum; pname: GLenum;
                              params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetTextureParameterIivEXT"
.}
proc getTextureParameterIuivEXT(texture: uint32; target: GLenum; pname: GLenum;
                               params: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glGetTextureParameterIuivEXT"
.}
proc getTextureParameterfvEXT(texture: uint32; target: GLenum; pname: GLenum;
                             params: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glGetTextureParameterfvEXT"
.}
proc getTextureParameterivEXT(texture: uint32; target: GLenum; pname: GLenum;
                             params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetTextureParameterivEXT"
.}
proc getVertexArrayIntegeri_vEXT(vaobj: uint32; index: uint32; pname: GLenum;
                                param: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetVertexArrayIntegeri_vEXT"
.}
proc getVertexArrayIntegervEXT(vaobj: uint32; pname: GLenum; param: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetVertexArrayIntegervEXT"
.}
proc getVertexArrayPointeri_vEXT(vaobj: uint32; index: uint32; pname: GLenum;
                                param: ptr void): void {.
cdecl, header: "<glew.h>", importc: "glGetVertexArrayPointeri_vEXT"
.}
proc getVertexArrayPointervEXT(vaobj: uint32; pname: GLenum; param: ptr void): void {.
cdecl, header: "<glew.h>", importc: "glGetVertexArrayPointervEXT"
.}
proc mapNamedBufferEXT(buffer: uint32; access: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glMapNamedBufferEXT"
.}
proc mapNamedBufferRangeEXT(buffer: uint32; offset: int32; length: int32;
                           access: uint32): void {.
cdecl, header: "<glew.h>", importc: "glMapNamedBufferRangeEXT"
.}
proc matrixFrustumEXT(matrixMode: GLenum; l: float64; r: float64; b: float64; t: float64;
                     n: float64; f: float64): void {.
cdecl, header: "<glew.h>", importc: "glMatrixFrustumEXT"
.}
proc matrixLoadIdentityEXT(matrixMode: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glMatrixLoadIdentityEXT"
.}
proc matrixLoadTransposedEXT(matrixMode: GLenum; m: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glMatrixLoadTransposedEXT"
.}
proc matrixLoadTransposefEXT(matrixMode: GLenum; m: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glMatrixLoadTransposefEXT"
.}
proc matrixLoaddEXT(matrixMode: GLenum; m: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glMatrixLoaddEXT"
.}
proc matrixLoadfEXT(matrixMode: GLenum; m: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glMatrixLoadfEXT"
.}
proc matrixMultTransposedEXT(matrixMode: GLenum; m: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glMatrixMultTransposedEXT"
.}
proc matrixMultTransposefEXT(matrixMode: GLenum; m: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glMatrixMultTransposefEXT"
.}
proc matrixMultdEXT(matrixMode: GLenum; m: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glMatrixMultdEXT"
.}
proc matrixMultfEXT(matrixMode: GLenum; m: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glMatrixMultfEXT"
.}
proc matrixOrthoEXT(matrixMode: GLenum; l: float64; r: float64; b: float64; t: float64;
                   n: float64; f: float64): void {.
cdecl, header: "<glew.h>", importc: "glMatrixOrthoEXT"
.}
proc matrixPopEXT(matrixMode: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glMatrixPopEXT"
.}
proc matrixPushEXT(matrixMode: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glMatrixPushEXT"
.}
proc matrixRotatedEXT(matrixMode: GLenum; angle: float64; x: float64; y: float64;
                     z: float64): void {.
cdecl, header: "<glew.h>", importc: "glMatrixRotatedEXT"
.}
proc matrixRotatefEXT(matrixMode: GLenum; angle: float32; x: float32; y: float32;
                     z: float32): void {.
cdecl, header: "<glew.h>", importc: "glMatrixRotatefEXT"
.}
proc matrixScaledEXT(matrixMode: GLenum; x: float64; y: float64; z: float64): void {.
cdecl, header: "<glew.h>", importc: "glMatrixScaledEXT"
.}
proc matrixScalefEXT(matrixMode: GLenum; x: float32; y: float32; z: float32): void {.
cdecl, header: "<glew.h>", importc: "glMatrixScalefEXT"
.}
proc matrixTranslatedEXT(matrixMode: GLenum; x: float64; y: float64; z: float64): void {.
cdecl, header: "<glew.h>", importc: "glMatrixTranslatedEXT"
.}
proc matrixTranslatefEXT(matrixMode: GLenum; x: float32; y: float32; z: float32): void {.
cdecl, header: "<glew.h>", importc: "glMatrixTranslatefEXT"
.}
proc multiTexBufferEXT(texunit: GLenum; target: GLenum; internalformat: GLenum;
                      buffer: uint32): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexBufferEXT"
.}
proc multiTexCoordPointerEXT(texunit: GLenum; size: int32; tipe: GLenum; stride: int32;
                            poynter: pointer): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexCoordPointerEXT"
.}
proc multiTexEnvfEXT(texunit: GLenum; target: GLenum; pname: GLenum; param: float32): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexEnvfEXT"
.}
proc multiTexEnvfvEXT(texunit: GLenum; target: GLenum; pname: GLenum;
                     params: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexEnvfvEXT"
.}
proc multiTexEnviEXT(texunit: GLenum; target: GLenum; pname: GLenum; param: int32): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexEnviEXT"
.}
proc multiTexEnvivEXT(texunit: GLenum; target: GLenum; pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexEnvivEXT"
.}
proc multiTexGendEXT(texunit: GLenum; coord: GLenum; pname: GLenum; param: float64): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexGendEXT"
.}
proc multiTexGendvEXT(texunit: GLenum; coord: GLenum; pname: GLenum;
                     params: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexGendvEXT"
.}
proc multiTexGenfEXT(texunit: GLenum; coord: GLenum; pname: GLenum; param: float32): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexGenfEXT"
.}
proc multiTexGenfvEXT(texunit: GLenum; coord: GLenum; pname: GLenum;
                     params: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexGenfvEXT"
.}
proc multiTexGeniEXT(texunit: GLenum; coord: GLenum; pname: GLenum; param: int32): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexGeniEXT"
.}
proc multiTexGenivEXT(texunit: GLenum; coord: GLenum; pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexGenivEXT"
.}
proc multiTexImage1DEXT(texunit: GLenum; target: GLenum; level: int32;
                       internalformat: int32; width: int32; border: int32;
                       format: GLenum; tipe: GLenum; pixels: pointer): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexImage1DEXT"
.}
proc multiTexImage2DEXT(texunit: GLenum; target: GLenum; level: int32;
                       internalformat: int32; width: int32; height: int32;
                       border: int32; format: GLenum; tipe: GLenum; pixels: pointer): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexImage2DEXT"
.}
proc multiTexImage3DEXT(texunit: GLenum; target: GLenum; level: int32;
                       internalformat: int32; width: int32; height: int32;
                       depth: int32; border: int32; format: GLenum; tipe: GLenum;
                       pixels: pointer): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexImage3DEXT"
.}
proc multiTexParameterIivEXT(texunit: GLenum; target: GLenum; pname: GLenum;
                            params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexParameterIivEXT"
.}
proc multiTexParameterIuivEXT(texunit: GLenum; target: GLenum; pname: GLenum;
                             params: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexParameterIuivEXT"
.}
proc multiTexParameterfEXT(texunit: GLenum; target: GLenum; pname: GLenum;
                          param: float32): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexParameterfEXT"
.}
proc multiTexParameterfvEXT(texunit: GLenum; target: GLenum; pname: GLenum;
                           param: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexParameterfvEXT"
.}
proc multiTexParameteriEXT(texunit: GLenum; target: GLenum; pname: GLenum; param: int32): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexParameteriEXT"
.}
proc multiTexParameterivEXT(texunit: GLenum; target: GLenum; pname: GLenum;
                           param: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexParameterivEXT"
.}
proc multiTexRenderbufferEXT(texunit: GLenum; target: GLenum; renderbuffer: uint32): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexRenderbufferEXT"
.}
proc multiTexSubImage1DEXT(texunit: GLenum; target: GLenum; level: int32;
                          xoffset: int32; width: int32; format: GLenum; tipe: GLenum;
                          pixels: pointer): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexSubImage1DEXT"
.}
proc multiTexSubImage2DEXT(texunit: GLenum; target: GLenum; level: int32;
                          xoffset: int32; yoffset: int32; width: int32; height: int32;
                          format: GLenum; tipe: GLenum; pixels: pointer): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexSubImage2DEXT"
.}
proc multiTexSubImage3DEXT(texunit: GLenum; target: GLenum; level: int32;
                          xoffset: int32; yoffset: int32; zoffset: int32;
                          width: int32; height: int32; depth: int32; format: GLenum;
                          tipe: GLenum; pixels: pointer): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexSubImage3DEXT"
.}
proc namedBufferDataEXT(buffer: uint32; size: int32; data: pointer; usage: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glNamedBufferDataEXT"
.}
proc namedBufferSubDataEXT(buffer: uint32; offset: int32; size: int32; data: pointer): void {.
cdecl, header: "<glew.h>", importc: "glNamedBufferSubDataEXT"
.}
proc namedCopyBufferSubDataEXT(readBuffer: uint32; writeBuffer: uint32;
                              readOffset: int32; writeOffset: int32; size: int32): void {.
cdecl, header: "<glew.h>", importc: "glNamedCopyBufferSubDataEXT"
.}
proc namedFramebufferRenderbufferEXT(framebuffer: uint32; attachment: GLenum;
                                    renderbuffertarget: GLenum;
                                    renderbuffer: uint32): void {.
cdecl, header: "<glew.h>", importc: "glNamedFramebufferRenderbufferEXT"
.}
proc namedFramebufferTexture1DEXT(framebuffer: uint32; attachment: GLenum;
                                 textarget: GLenum; texture: uint32; level: int32): void {.
cdecl, header: "<glew.h>", importc: "glNamedFramebufferTexture1DEXT"
.}
proc namedFramebufferTexture2DEXT(framebuffer: uint32; attachment: GLenum;
                                 textarget: GLenum; texture: uint32; level: int32): void {.
cdecl, header: "<glew.h>", importc: "glNamedFramebufferTexture2DEXT"
.}
proc namedFramebufferTexture3DEXT(framebuffer: uint32; attachment: GLenum;
                                 textarget: GLenum; texture: uint32; level: int32;
                                 zoffset: int32): void {.
cdecl, header: "<glew.h>", importc: "glNamedFramebufferTexture3DEXT"
.}
proc namedFramebufferTextureEXT(framebuffer: uint32; attachment: GLenum;
                               texture: uint32; level: int32): void {.
cdecl, header: "<glew.h>", importc: "glNamedFramebufferTextureEXT"
.}
proc namedFramebufferTextureFaceEXT(framebuffer: uint32; attachment: GLenum;
                                   texture: uint32; level: int32; face: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glNamedFramebufferTextureFaceEXT"
.}
proc namedFramebufferTextureLayerEXT(framebuffer: uint32; attachment: GLenum;
                                    texture: uint32; level: int32; layer: int32): void {.
cdecl, header: "<glew.h>", importc: "glNamedFramebufferTextureLayerEXT"
.}
proc namedProgramLocalParameter4dEXT(program: uint32; target: GLenum; index: uint32;
                                    x: float64; y: float64; z: float64; w: float64): void {.
cdecl, header: "<glew.h>", importc: "glNamedProgramLocalParameter4dEXT"
.}
proc namedProgramLocalParameter4dvEXT(program: uint32; target: GLenum; index: uint32;
                                     params: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glNamedProgramLocalParameter4dvEXT"
.}
proc namedProgramLocalParameter4fEXT(program: uint32; target: GLenum; index: uint32;
                                    x: float32; y: float32; z: float32; w: float32): void {.
cdecl, header: "<glew.h>", importc: "glNamedProgramLocalParameter4fEXT"
.}
proc namedProgramLocalParameter4fvEXT(program: uint32; target: GLenum; index: uint32;
                                     params: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glNamedProgramLocalParameter4fvEXT"
.}
proc namedProgramLocalParameterI4iEXT(program: uint32; target: GLenum; index: uint32;
                                     x: int32; y: int32; z: int32; w: int32): void {.
cdecl, header: "<glew.h>", importc: "glNamedProgramLocalParameterI4iEXT"
.}
proc namedProgramLocalParameterI4ivEXT(program: uint32; target: GLenum;
                                      index: uint32; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glNamedProgramLocalParameterI4ivEXT"
.}
proc namedProgramLocalParameterI4uiEXT(program: uint32; target: GLenum;
                                      index: uint32; x: uint32; y: uint32; z: uint32;
                                      w: uint32): void {.
cdecl, header: "<glew.h>", importc: "glNamedProgramLocalParameterI4uiEXT"
.}
proc namedProgramLocalParameterI4uivEXT(program: uint32; target: GLenum;
                                       index: uint32; params: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glNamedProgramLocalParameterI4uivEXT"
.}
proc namedProgramLocalParameters4fvEXT(program: uint32; target: GLenum;
                                      index: uint32; count: int32;
                                      params: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glNamedProgramLocalParameters4fvEXT"
.}
proc namedProgramLocalParametersI4ivEXT(program: uint32; target: GLenum;
                                       index: uint32; count: int32;
                                       params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glNamedProgramLocalParametersI4ivEXT"
.}
proc namedProgramLocalParametersI4uivEXT(program: uint32; target: GLenum;
                                        index: uint32; count: int32;
                                        params: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glNamedProgramLocalParametersI4uivEXT"
.}
proc namedProgramStringEXT(program: uint32; target: GLenum; format: GLenum; len: int32;
                          stryng: pointer): void {.
cdecl, header: "<glew.h>", importc: "glNamedProgramStringEXT"
.}
proc namedRenderbufferStorageEXT(renderbuffer: uint32; internalformat: GLenum;
                                width: int32; height: int32): void {.
cdecl, header: "<glew.h>", importc: "glNamedRenderbufferStorageEXT"
.}
proc namedRenderbufferStorageMultisampleCoverageEXT(renderbuffer: uint32;
    coverageSamples: int32; colorSamples: int32; internalformat: GLenum; width: int32;
    height: int32): void {.
cdecl, header: "<glew.h>", importc: "glNamedRenderbufferStorageMultisampleCoverageEXT"
.}
proc namedRenderbufferStorageMultisampleEXT(renderbuffer: uint32; samples: int32;
    internalformat: GLenum; width: int32; height: int32): void {.
cdecl, header: "<glew.h>", importc: "glNamedRenderbufferStorageMultisampleEXT"
.}
proc programUniform1fEXT(program: uint32; location: int32; v0: float32): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniform1fEXT"
.}
proc programUniform1fvEXT(program: uint32; location: int32; count: int32;
                         value: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniform1fvEXT"
.}
proc programUniform1iEXT(program: uint32; location: int32; v0: int32): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniform1iEXT"
.}
proc programUniform1ivEXT(program: uint32; location: int32; count: int32;
                         value: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniform1ivEXT"
.}
proc programUniform1uiEXT(program: uint32; location: int32; v0: uint32): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniform1uiEXT"
.}
proc programUniform1uivEXT(program: uint32; location: int32; count: int32;
                          value: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniform1uivEXT"
.}
proc programUniform2fEXT(program: uint32; location: int32; v0: float32; v1: float32): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniform2fEXT"
.}
proc programUniform2fvEXT(program: uint32; location: int32; count: int32;
                         value: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniform2fvEXT"
.}
proc programUniform2iEXT(program: uint32; location: int32; v0: int32; v1: int32): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniform2iEXT"
.}
proc programUniform2ivEXT(program: uint32; location: int32; count: int32;
                         value: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniform2ivEXT"
.}
proc programUniform2uiEXT(program: uint32; location: int32; v0: uint32; v1: uint32): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniform2uiEXT"
.}
proc programUniform2uivEXT(program: uint32; location: int32; count: int32;
                          value: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniform2uivEXT"
.}
proc programUniform3fEXT(program: uint32; location: int32; v0: float32; v1: float32;
                        v2: float32): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniform3fEXT"
.}
proc programUniform3fvEXT(program: uint32; location: int32; count: int32;
                         value: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniform3fvEXT"
.}
proc programUniform3iEXT(program: uint32; location: int32; v0: int32; v1: int32;
                        v2: int32): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniform3iEXT"
.}
proc programUniform3ivEXT(program: uint32; location: int32; count: int32;
                         value: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniform3ivEXT"
.}
proc programUniform3uiEXT(program: uint32; location: int32; v0: uint32; v1: uint32;
                         v2: uint32): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniform3uiEXT"
.}
proc programUniform3uivEXT(program: uint32; location: int32; count: int32;
                          value: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniform3uivEXT"
.}
proc programUniform4fEXT(program: uint32; location: int32; v0: float32; v1: float32;
                        v2: float32; v3: float32): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniform4fEXT"
.}
proc programUniform4fvEXT(program: uint32; location: int32; count: int32;
                         value: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniform4fvEXT"
.}
proc programUniform4iEXT(program: uint32; location: int32; v0: int32; v1: int32;
                        v2: int32; v3: int32): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniform4iEXT"
.}
proc programUniform4ivEXT(program: uint32; location: int32; count: int32;
                         value: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniform4ivEXT"
.}
proc programUniform4uiEXT(program: uint32; location: int32; v0: uint32; v1: uint32;
                         v2: uint32; v3: uint32): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniform4uiEXT"
.}
proc programUniform4uivEXT(program: uint32; location: int32; count: int32;
                          value: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniform4uivEXT"
.}
proc programUniformMatrix2fvEXT(program: uint32; location: int32; count: int32;
                               transpose: bool; value: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniformMatrix2fvEXT"
.}
proc programUniformMatrix2x3fvEXT(program: uint32; location: int32; count: int32;
                                 transpose: bool; value: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniformMatrix2x3fvEXT"
.}
proc programUniformMatrix2x4fvEXT(program: uint32; location: int32; count: int32;
                                 transpose: bool; value: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniformMatrix2x4fvEXT"
.}
proc programUniformMatrix3fvEXT(program: uint32; location: int32; count: int32;
                               transpose: bool; value: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniformMatrix3fvEXT"
.}
proc programUniformMatrix3x2fvEXT(program: uint32; location: int32; count: int32;
                                 transpose: bool; value: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniformMatrix3x2fvEXT"
.}
proc programUniformMatrix3x4fvEXT(program: uint32; location: int32; count: int32;
                                 transpose: bool; value: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniformMatrix3x4fvEXT"
.}
proc programUniformMatrix4fvEXT(program: uint32; location: int32; count: int32;
                               transpose: bool; value: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniformMatrix4fvEXT"
.}
proc programUniformMatrix4x2fvEXT(program: uint32; location: int32; count: int32;
                                 transpose: bool; value: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniformMatrix4x2fvEXT"
.}
proc programUniformMatrix4x3fvEXT(program: uint32; location: int32; count: int32;
                                 transpose: bool; value: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniformMatrix4x3fvEXT"
.}
proc pushClientAttribDefaultEXT(mask: uint32): void {.
cdecl, header: "<glew.h>", importc: "glPushClientAttribDefaultEXT"
.}
proc textureBufferEXT(texture: uint32; target: GLenum; internalformat: GLenum;
                     buffer: uint32): void {.
cdecl, header: "<glew.h>", importc: "glTextureBufferEXT"
.}
proc textureImage1DEXT(texture: uint32; target: GLenum; level: int32;
                      internalformat: int32; width: int32; border: int32;
                      format: GLenum; tipe: GLenum; pixels: pointer): void {.
cdecl, header: "<glew.h>", importc: "glTextureImage1DEXT"
.}
proc textureImage2DEXT(texture: uint32; target: GLenum; level: int32;
                      internalformat: int32; width: int32; height: int32;
                      border: int32; format: GLenum; tipe: GLenum; pixels: pointer): void {.
cdecl, header: "<glew.h>", importc: "glTextureImage2DEXT"
.}
proc textureImage3DEXT(texture: uint32; target: GLenum; level: int32;
                      internalformat: int32; width: int32; height: int32;
                      depth: int32; border: int32; format: GLenum; tipe: GLenum;
                      pixels: pointer): void {.
cdecl, header: "<glew.h>", importc: "glTextureImage3DEXT"
.}
proc textureParameterIivEXT(texture: uint32; target: GLenum; pname: GLenum;
                           params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glTextureParameterIivEXT"
.}
proc textureParameterIuivEXT(texture: uint32; target: GLenum; pname: GLenum;
                            params: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glTextureParameterIuivEXT"
.}
proc textureParameterfEXT(texture: uint32; target: GLenum; pname: GLenum;
                         param: float32): void {.
cdecl, header: "<glew.h>", importc: "glTextureParameterfEXT"
.}
proc textureParameterfvEXT(texture: uint32; target: GLenum; pname: GLenum;
                          param: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glTextureParameterfvEXT"
.}
proc textureParameteriEXT(texture: uint32; target: GLenum; pname: GLenum; param: int32): void {.
cdecl, header: "<glew.h>", importc: "glTextureParameteriEXT"
.}
proc textureParameterivEXT(texture: uint32; target: GLenum; pname: GLenum;
                          param: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glTextureParameterivEXT"
.}
proc textureRenderbufferEXT(texture: uint32; target: GLenum; renderbuffer: uint32): void {.
cdecl, header: "<glew.h>", importc: "glTextureRenderbufferEXT"
.}
proc textureSubImage1DEXT(texture: uint32; target: GLenum; level: int32;
                         xoffset: int32; width: int32; format: GLenum; tipe: GLenum;
                         pixels: pointer): void {.
cdecl, header: "<glew.h>", importc: "glTextureSubImage1DEXT"
.}
proc textureSubImage2DEXT(texture: uint32; target: GLenum; level: int32;
                         xoffset: int32; yoffset: int32; width: int32; height: int32;
                         format: GLenum; tipe: GLenum; pixels: pointer): void {.
cdecl, header: "<glew.h>", importc: "glTextureSubImage2DEXT"
.}
proc textureSubImage3DEXT(texture: uint32; target: GLenum; level: int32;
                         xoffset: int32; yoffset: int32; zoffset: int32; width: int32;
                         height: int32; depth: int32; format: GLenum; tipe: GLenum;
                         pixels: pointer): void {.
cdecl, header: "<glew.h>", importc: "glTextureSubImage3DEXT"
.}
proc unmapNamedBufferEXT(buffer: uint32): bool {.
cdecl, header: "<glew.h>", importc: "glUnmapNamedBufferEXT"
.}
proc vertexArrayColorOffsetEXT(vaobj: uint32; buffer: uint32; size: int32;
                              tipe: GLenum; stride: int32; offset: int32): void {.
cdecl, header: "<glew.h>", importc: "glVertexArrayColorOffsetEXT"
.}
proc vertexArrayEdgeFlagOffsetEXT(vaobj: uint32; buffer: uint32; stride: int32;
                                 offset: int32): void {.
cdecl, header: "<glew.h>", importc: "glVertexArrayEdgeFlagOffsetEXT"
.}
proc vertexArrayFogCoordOffsetEXT(vaobj: uint32; buffer: uint32; tipe: GLenum;
                                 stride: int32; offset: int32): void {.
cdecl, header: "<glew.h>", importc: "glVertexArrayFogCoordOffsetEXT"
.}
proc vertexArrayIndexOffsetEXT(vaobj: uint32; buffer: uint32; tipe: GLenum;
                              stride: int32; offset: int32): void {.
cdecl, header: "<glew.h>", importc: "glVertexArrayIndexOffsetEXT"
.}
proc vertexArrayMultiTexCoordOffsetEXT(vaobj: uint32; buffer: uint32;
                                      texunit: GLenum; size: int32; tipe: GLenum;
                                      stride: int32; offset: int32): void {.
cdecl, header: "<glew.h>", importc: "glVertexArrayMultiTexCoordOffsetEXT"
.}
proc vertexArrayNormalOffsetEXT(vaobj: uint32; buffer: uint32; tipe: GLenum;
                               stride: int32; offset: int32): void {.
cdecl, header: "<glew.h>", importc: "glVertexArrayNormalOffsetEXT"
.}
proc vertexArraySecondaryColorOffsetEXT(vaobj: uint32; buffer: uint32; size: int32;
                                       tipe: GLenum; stride: int32; offset: int32): void {.
cdecl, header: "<glew.h>", importc: "glVertexArraySecondaryColorOffsetEXT"
.}
proc vertexArrayTexCoordOffsetEXT(vaobj: uint32; buffer: uint32; size: int32;
                                 tipe: GLenum; stride: int32; offset: int32): void {.
cdecl, header: "<glew.h>", importc: "glVertexArrayTexCoordOffsetEXT"
.}
proc vertexArrayVertexAttribDivisorEXT(vaobj: uint32; index: uint32; divisor: uint32): void {.
cdecl, header: "<glew.h>", importc: "glVertexArrayVertexAttribDivisorEXT"
.}
proc vertexArrayVertexAttribIOffsetEXT(vaobj: uint32; buffer: uint32; index: uint32;
                                      size: int32; tipe: GLenum; stride: int32;
                                      offset: int32): void {.
cdecl, header: "<glew.h>", importc: "glVertexArrayVertexAttribIOffsetEXT"
.}
proc vertexArrayVertexAttribOffsetEXT(vaobj: uint32; buffer: uint32; index: uint32;
                                     size: int32; tipe: GLenum; normalized: bool;
                                     stride: int32; offset: int32): void {.
cdecl, header: "<glew.h>", importc: "glVertexArrayVertexAttribOffsetEXT"
.}
proc vertexArrayVertexOffsetEXT(vaobj: uint32; buffer: uint32; size: int32;
                               tipe: GLenum; stride: int32; offset: int32): void {.
cdecl, header: "<glew.h>", importc: "glVertexArrayVertexOffsetEXT"
.}
proc discardFramebufferEXT(target: GLenum; numAttachments: int32;
                          attachments: ptr GLenum): void {.
cdecl, header: "<glew.h>", importc: "glDiscardFramebufferEXT"
.}
proc drawBuffersEXT(n: int32; bufs: ptr GLenum): void {.
cdecl, header: "<glew.h>", importc: "glDrawBuffersEXT"
.}
proc colorMaskIndexedEXT(buf: uint32; r: bool; g: bool; b: bool; a: bool): void {.
cdecl, header: "<glew.h>", importc: "glColorMaskIndexedEXT"
.}
proc disableIndexedEXT(target: GLenum; index: uint32): void {.
cdecl, header: "<glew.h>", importc: "glDisableIndexedEXT"
.}
proc enableIndexedEXT(target: GLenum; index: uint32): void {.
cdecl, header: "<glew.h>", importc: "glEnableIndexedEXT"
.}
proc getBooleanIndexedvEXT(value: GLenum; index: uint32; data: ptr bool): void {.
cdecl, header: "<glew.h>", importc: "glGetBooleanIndexedvEXT"
.}
proc getIntegerIndexedvEXT(value: GLenum; index: uint32; data: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetIntegerIndexedvEXT"
.}
proc isEnabledIndexedEXT(target: GLenum; index: uint32): bool {.
cdecl, header: "<glew.h>", importc: "glIsEnabledIndexedEXT"
.}
proc blendEquationSeparateiEXT(buf: uint32; modeRGB: GLenum; modeAlpha: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glBlendEquationSeparateiEXT"
.}
proc blendEquationiEXT(buf: uint32; mode: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glBlendEquationiEXT"
.}
proc blendFuncSeparateiEXT(buf: uint32; srcRGB: GLenum; dstRGB: GLenum;
                          srcAlpha: GLenum; dstAlpha: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glBlendFuncSeparateiEXT"
.}
proc blendFunciEXT(buf: uint32; src: GLenum; dst: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glBlendFunciEXT"
.}
proc colorMaskiEXT(buf: uint32; r: bool; g: bool; b: bool; a: bool): void {.
cdecl, header: "<glew.h>", importc: "glColorMaskiEXT"
.}
proc disableiEXT(target: GLenum; index: uint32): void {.
cdecl, header: "<glew.h>", importc: "glDisableiEXT"
.}
proc enableiEXT(target: GLenum; index: uint32): void {.
cdecl, header: "<glew.h>", importc: "glEnableiEXT"
.}
proc isEnablediEXT(target: GLenum; index: uint32): bool {.
cdecl, header: "<glew.h>", importc: "glIsEnablediEXT"
.}
proc drawElementsBaseVertexEXT(mode: GLenum; count: int32; tipe: GLenum;
                              indices: pointer; basevertex: int32): void {.
cdecl, header: "<glew.h>", importc: "glDrawElementsBaseVertexEXT"
.}
proc drawElementsInstancedBaseVertexEXT(mode: GLenum; count: int32; tipe: GLenum;
                                       indices: pointer; instancecount: int32;
                                       basevertex: int32): void {.
cdecl, header: "<glew.h>", importc: "glDrawElementsInstancedBaseVertexEXT"
.}
proc drawRangeElementsBaseVertexEXT(mode: GLenum; start: uint32; glEnd: uint32;
                                   count: int32; tipe: GLenum; indices: pointer;
                                   basevertex: int32): void {.
cdecl, header: "<glew.h>", importc: "glDrawRangeElementsBaseVertexEXT"
.}
proc multiDrawElementsBaseVertexEXT(mode: GLenum; count: ptr int32; tipe: GLenum;
                                   indices: ptr void; primcount: int32;
                                   basevertex: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glMultiDrawElementsBaseVertexEXT"
.}
proc drawArraysInstancedEXT(mode: GLenum; start: int32; count: int32; primcount: int32): void {.
cdecl, header: "<glew.h>", importc: "glDrawArraysInstancedEXT"
.}
proc drawElementsInstancedEXT(mode: GLenum; count: int32; tipe: GLenum;
                             indices: pointer; primcount: int32): void {.
cdecl, header: "<glew.h>", importc: "glDrawElementsInstancedEXT"
.}
proc drawRangeElementsEXT(mode: GLenum; start: uint32; glEnd: uint32; count: int32;
                         tipe: GLenum; indices: pointer): void {.
cdecl, header: "<glew.h>", importc: "glDrawRangeElementsEXT"
.}
proc fogCoordPointerEXT(tipe: GLenum; stride: int32; poynter: pointer): void {.
cdecl, header: "<glew.h>", importc: "glFogCoordPointerEXT"
.}
proc fogCoorddEXT(coord: float64): void {.
cdecl, header: "<glew.h>", importc: "glFogCoorddEXT"
.}
proc fogCoorddvEXT(coord: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glFogCoorddvEXT"
.}
proc fogCoordfEXT(coord: float32): void {.
cdecl, header: "<glew.h>", importc: "glFogCoordfEXT"
.}
proc fogCoordfvEXT(coord: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glFogCoordfvEXT"
.}
proc fragmentColorMaterialEXT(face: GLenum; mode: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glFragmentColorMaterialEXT"
.}
proc fragmentLightModelfEXT(pname: GLenum; param: float32): void {.
cdecl, header: "<glew.h>", importc: "glFragmentLightModelfEXT"
.}
proc fragmentLightModelfvEXT(pname: GLenum; params: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glFragmentLightModelfvEXT"
.}
proc fragmentLightModeliEXT(pname: GLenum; param: int32): void {.
cdecl, header: "<glew.h>", importc: "glFragmentLightModeliEXT"
.}
proc fragmentLightModelivEXT(pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glFragmentLightModelivEXT"
.}
proc fragmentLightfEXT(light: GLenum; pname: GLenum; param: float32): void {.
cdecl, header: "<glew.h>", importc: "glFragmentLightfEXT"
.}
proc fragmentLightfvEXT(light: GLenum; pname: GLenum; params: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glFragmentLightfvEXT"
.}
proc fragmentLightiEXT(light: GLenum; pname: GLenum; param: int32): void {.
cdecl, header: "<glew.h>", importc: "glFragmentLightiEXT"
.}
proc fragmentLightivEXT(light: GLenum; pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glFragmentLightivEXT"
.}
proc fragmentMaterialfEXT(face: GLenum; pname: GLenum; param: float32): void {.
cdecl, header: "<glew.h>", importc: "glFragmentMaterialfEXT"
.}
proc fragmentMaterialfvEXT(face: GLenum; pname: GLenum; params: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glFragmentMaterialfvEXT"
.}
proc fragmentMaterialiEXT(face: GLenum; pname: GLenum; param: int32): void {.
cdecl, header: "<glew.h>", importc: "glFragmentMaterialiEXT"
.}
proc fragmentMaterialivEXT(face: GLenum; pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glFragmentMaterialivEXT"
.}
proc getFragmentLightfvEXT(light: GLenum; pname: GLenum; params: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glGetFragmentLightfvEXT"
.}
proc getFragmentLightivEXT(light: GLenum; pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetFragmentLightivEXT"
.}
proc getFragmentMaterialfvEXT(face: GLenum; pname: GLenum; params: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glGetFragmentMaterialfvEXT"
.}
proc getFragmentMaterialivEXT(face: GLenum; pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetFragmentMaterialivEXT"
.}
proc lightEnviEXT(pname: GLenum; param: int32): void {.
cdecl, header: "<glew.h>", importc: "glLightEnviEXT"
.}
proc blitFramebufferEXT(srcX0: int32; srcY0: int32; srcX1: int32; srcY1: int32;
                       dstX0: int32; dstY0: int32; dstX1: int32; dstY1: int32;
                       mask: uint32; filter: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glBlitFramebufferEXT"
.}
proc renderbufferStorageMultisampleEXT(target: GLenum; samples: int32;
                                      internalformat: GLenum; width: int32;
                                      height: int32): void {.
cdecl, header: "<glew.h>", importc: "glRenderbufferStorageMultisampleEXT"
.}
proc bindFramebufferEXT(target: GLenum; framebuffer: uint32): void {.
cdecl, header: "<glew.h>", importc: "glBindFramebufferEXT"
.}
proc bindRenderbufferEXT(target: GLenum; renderbuffer: uint32): void {.
cdecl, header: "<glew.h>", importc: "glBindRenderbufferEXT"
.}
proc checkFramebufferStatusEXT(target: GLenum): GLenum {.
cdecl, header: "<glew.h>", importc: "glCheckFramebufferStatusEXT"
.}
proc deleteFramebuffersEXT(n: int32; framebuffers: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glDeleteFramebuffersEXT"
.}
proc deleteRenderbuffersEXT(n: int32; renderbuffers: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glDeleteRenderbuffersEXT"
.}
proc framebufferRenderbufferEXT(target: GLenum; attachment: GLenum;
                               renderbuffertarget: GLenum; renderbuffer: uint32): void {.
cdecl, header: "<glew.h>", importc: "glFramebufferRenderbufferEXT"
.}
proc framebufferTexture1DEXT(target: GLenum; attachment: GLenum; textarget: GLenum;
                            texture: uint32; level: int32): void {.
cdecl, header: "<glew.h>", importc: "glFramebufferTexture1DEXT"
.}
proc framebufferTexture2DEXT(target: GLenum; attachment: GLenum; textarget: GLenum;
                            texture: uint32; level: int32): void {.
cdecl, header: "<glew.h>", importc: "glFramebufferTexture2DEXT"
.}
proc framebufferTexture3DEXT(target: GLenum; attachment: GLenum; textarget: GLenum;
                            texture: uint32; level: int32; zoffset: int32): void {.
cdecl, header: "<glew.h>", importc: "glFramebufferTexture3DEXT"
.}
proc genFramebuffersEXT(n: int32; framebuffers: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glGenFramebuffersEXT"
.}
proc genRenderbuffersEXT(n: int32; renderbuffers: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glGenRenderbuffersEXT"
.}
proc generateMipmapEXT(target: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glGenerateMipmapEXT"
.}
proc getFramebufferAttachmentParameterivEXT(target: GLenum; attachment: GLenum;
    pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetFramebufferAttachmentParameterivEXT"
.}
proc getRenderbufferParameterivEXT(target: GLenum; pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetRenderbufferParameterivEXT"
.}
proc isFramebufferEXT(framebuffer: uint32): bool {.
cdecl, header: "<glew.h>", importc: "glIsFramebufferEXT"
.}
proc isRenderbufferEXT(renderbuffer: uint32): bool {.
cdecl, header: "<glew.h>", importc: "glIsRenderbufferEXT"
.}
proc renderbufferStorageEXT(target: GLenum; internalformat: GLenum; width: int32;
                           height: int32): void {.
cdecl, header: "<glew.h>", importc: "glRenderbufferStorageEXT"
.}
proc framebufferTextureEXT(target: GLenum; attachment: GLenum; texture: uint32;
                          level: int32): void {.
cdecl, header: "<glew.h>", importc: "glFramebufferTextureEXT"
.}
proc framebufferTextureFaceEXT(target: GLenum; attachment: GLenum; texture: uint32;
                              level: int32; face: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glFramebufferTextureFaceEXT"
.}
proc programParameteriEXT(program: uint32; pname: GLenum; value: int32): void {.
cdecl, header: "<glew.h>", importc: "glProgramParameteriEXT"
.}
proc programEnvParameters4fvEXT(target: GLenum; index: uint32; count: int32;
                               params: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glProgramEnvParameters4fvEXT"
.}
proc programLocalParameters4fvEXT(target: GLenum; index: uint32; count: int32;
                                 params: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glProgramLocalParameters4fvEXT"
.}
proc bindFragDataLocationEXT(program: uint32; color: uint32; name: cstring): void {.
cdecl, header: "<glew.h>", importc: "glBindFragDataLocationEXT"
.}
proc getFragDataLocationEXT(program: uint32; name: cstring): int32 {.
cdecl, header: "<glew.h>", importc: "glGetFragDataLocationEXT"
.}
proc getUniformuivEXT(program: uint32; location: int32; params: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glGetUniformuivEXT"
.}
proc getVertexAttribIivEXT(index: uint32; pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetVertexAttribIivEXT"
.}
proc getVertexAttribIuivEXT(index: uint32; pname: GLenum; params: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glGetVertexAttribIuivEXT"
.}
proc uniform1uiEXT(location: int32; v0: uint32): void {.
cdecl, header: "<glew.h>", importc: "glUniform1uiEXT"
.}
proc uniform1uivEXT(location: int32; count: int32; value: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glUniform1uivEXT"
.}
proc uniform2uiEXT(location: int32; v0: uint32; v1: uint32): void {.
cdecl, header: "<glew.h>", importc: "glUniform2uiEXT"
.}
proc uniform2uivEXT(location: int32; count: int32; value: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glUniform2uivEXT"
.}
proc uniform3uiEXT(location: int32; v0: uint32; v1: uint32; v2: uint32): void {.
cdecl, header: "<glew.h>", importc: "glUniform3uiEXT"
.}
proc uniform3uivEXT(location: int32; count: int32; value: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glUniform3uivEXT"
.}
proc uniform4uiEXT(location: int32; v0: uint32; v1: uint32; v2: uint32; v3: uint32): void {.
cdecl, header: "<glew.h>", importc: "glUniform4uiEXT"
.}
proc uniform4uivEXT(location: int32; count: int32; value: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glUniform4uivEXT"
.}
proc vertexAttribI1iEXT(index: uint32; x: int32): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribI1iEXT"
.}
proc vertexAttribI1ivEXT(index: uint32; v: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribI1ivEXT"
.}
proc vertexAttribI1uiEXT(index: uint32; x: uint32): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribI1uiEXT"
.}
proc vertexAttribI1uivEXT(index: uint32; v: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribI1uivEXT"
.}
proc vertexAttribI2iEXT(index: uint32; x: int32; y: int32): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribI2iEXT"
.}
proc vertexAttribI2ivEXT(index: uint32; v: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribI2ivEXT"
.}
proc vertexAttribI2uiEXT(index: uint32; x: uint32; y: uint32): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribI2uiEXT"
.}
proc vertexAttribI2uivEXT(index: uint32; v: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribI2uivEXT"
.}
proc vertexAttribI3iEXT(index: uint32; x: int32; y: int32; z: int32): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribI3iEXT"
.}
proc vertexAttribI3ivEXT(index: uint32; v: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribI3ivEXT"
.}
proc vertexAttribI3uiEXT(index: uint32; x: uint32; y: uint32; z: uint32): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribI3uiEXT"
.}
proc vertexAttribI3uivEXT(index: uint32; v: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribI3uivEXT"
.}
proc vertexAttribI4bvEXT(index: uint32; v: ptr int8): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribI4bvEXT"
.}
proc vertexAttribI4iEXT(index: uint32; x: int32; y: int32; z: int32; w: int32): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribI4iEXT"
.}
proc vertexAttribI4ivEXT(index: uint32; v: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribI4ivEXT"
.}
proc vertexAttribI4svEXT(index: uint32; v: ptr int16): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribI4svEXT"
.}
proc vertexAttribI4ubvEXT(index: uint32; v: ptr uint8): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribI4ubvEXT"
.}
proc vertexAttribI4uiEXT(index: uint32; x: uint32; y: uint32; z: uint32; w: uint32): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribI4uiEXT"
.}
proc vertexAttribI4uivEXT(index: uint32; v: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribI4uivEXT"
.}
proc vertexAttribI4usvEXT(index: uint32; v: ptr uint16): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribI4usvEXT"
.}
proc vertexAttribIPointerEXT(index: uint32; size: int32; tipe: GLenum; stride: int32;
                            poynter: pointer): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribIPointerEXT"
.}
proc getHistogramEXT(target: GLenum; reset: bool; format: GLenum; tipe: GLenum;
                    values: pointer): void {.
cdecl, header: "<glew.h>", importc: "glGetHistogramEXT"
.}
proc getHistogramParameterfvEXT(target: GLenum; pname: GLenum; params: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glGetHistogramParameterfvEXT"
.}
proc getHistogramParameterivEXT(target: GLenum; pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetHistogramParameterivEXT"
.}
proc getMinmaxEXT(target: GLenum; reset: bool; format: GLenum; tipe: GLenum;
                 values: pointer): void {.
cdecl, header: "<glew.h>", importc: "glGetMinmaxEXT"
.}
proc getMinmaxParameterfvEXT(target: GLenum; pname: GLenum; params: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glGetMinmaxParameterfvEXT"
.}
proc getMinmaxParameterivEXT(target: GLenum; pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetMinmaxParameterivEXT"
.}
proc histogramEXT(target: GLenum; width: int32; internalformat: GLenum; sink: bool): void {.
cdecl, header: "<glew.h>", importc: "glHistogramEXT"
.}
proc minmaxEXT(target: GLenum; internalformat: GLenum; sink: bool): void {.
cdecl, header: "<glew.h>", importc: "glMinmaxEXT"
.}
proc resetHistogramEXT(target: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glResetHistogramEXT"
.}
proc resetMinmaxEXT(target: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glResetMinmaxEXT"
.}
proc indexFuncEXT(fun: GLenum; reff: float32): void {.
cdecl, header: "<glew.h>", importc: "glIndexFuncEXT"
.}
proc indexMaterialEXT(face: GLenum; mode: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glIndexMaterialEXT"
.}
proc vertexAttribDivisorEXT(index: uint32; divisor: uint32): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribDivisorEXT"
.}
proc applyTextureEXT(mode: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glApplyTextureEXT"
.}
proc textureLightEXT(pname: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glTextureLightEXT"
.}
proc textureMaterialEXT(face: GLenum; mode: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glTextureMaterialEXT"
.}
proc flushMappedBufferRangeEXT(target: GLenum; offset: int32; length: int32): void {.
cdecl, header: "<glew.h>", importc: "glFlushMappedBufferRangeEXT"
.}
proc mapBufferRangeEXT(target: GLenum; offset: int32; length: int32; access: uint32): void {.
cdecl, header: "<glew.h>", importc: "glMapBufferRangeEXT"
.}
proc bufferStorageMemEXT(target: GLenum; size: int32; memory: uint32; offset: uint64): void {.
cdecl, header: "<glew.h>", importc: "glBufferStorageMemEXT"
.}
proc createMemoryObjectsEXT(n: int32; memoryObjects: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glCreateMemoryObjectsEXT"
.}
proc deleteMemoryObjectsEXT(n: int32; memoryObjects: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glDeleteMemoryObjectsEXT"
.}
proc getMemoryObjectParameterivEXT(memoryObject: uint32; pname: GLenum;
                                  params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetMemoryObjectParameterivEXT"
.}
proc getUnsignedBytei_vEXT(target: GLenum; index: uint32; data: ptr uint8): void {.
cdecl, header: "<glew.h>", importc: "glGetUnsignedBytei_vEXT"
.}
proc getUnsignedBytevEXT(pname: GLenum; data: ptr uint8): void {.
cdecl, header: "<glew.h>", importc: "glGetUnsignedBytevEXT"
.}
proc isMemoryObjectEXT(memoryObject: uint32): bool {.
cdecl, header: "<glew.h>", importc: "glIsMemoryObjectEXT"
.}
proc memoryObjectParameterivEXT(memoryObject: uint32; pname: GLenum;
                               params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glMemoryObjectParameterivEXT"
.}
proc namedBufferStorageMemEXT(buffer: uint32; size: int32; memory: uint32;
                             offset: uint64): void {.
cdecl, header: "<glew.h>", importc: "glNamedBufferStorageMemEXT"
.}
proc texStorageMem1DEXT(target: GLenum; levels: int32; internalFormat: GLenum;
                       width: int32; memory: uint32; offset: uint64): void {.
cdecl, header: "<glew.h>", importc: "glTexStorageMem1DEXT"
.}
proc texStorageMem2DEXT(target: GLenum; levels: int32; internalFormat: GLenum;
                       width: int32; height: int32; memory: uint32; offset: uint64): void {.
cdecl, header: "<glew.h>", importc: "glTexStorageMem2DEXT"
.}
proc texStorageMem2DMultisampleEXT(target: GLenum; samples: int32;
                                  internalFormat: GLenum; width: int32;
                                  height: int32; fixedSampleLocations: bool;
                                  memory: uint32; offset: uint64): void {.
cdecl, header: "<glew.h>", importc: "glTexStorageMem2DMultisampleEXT"
.}
proc texStorageMem3DEXT(target: GLenum; levels: int32; internalFormat: GLenum;
                       width: int32; height: int32; depth: int32; memory: uint32;
                       offset: uint64): void {.
cdecl, header: "<glew.h>", importc: "glTexStorageMem3DEXT"
.}
proc texStorageMem3DMultisampleEXT(target: GLenum; samples: int32;
                                  internalFormat: GLenum; width: int32;
                                  height: int32; depth: int32;
                                  fixedSampleLocations: bool; memory: uint32;
                                  offset: uint64): void {.
cdecl, header: "<glew.h>", importc: "glTexStorageMem3DMultisampleEXT"
.}
proc textureStorageMem1DEXT(texture: uint32; levels: int32; internalFormat: GLenum;
                           width: int32; memory: uint32; offset: uint64): void {.
cdecl, header: "<glew.h>", importc: "glTextureStorageMem1DEXT"
.}
proc textureStorageMem2DEXT(texture: uint32; levels: int32; internalFormat: GLenum;
                           width: int32; height: int32; memory: uint32; offset: uint64): void {.
cdecl, header: "<glew.h>", importc: "glTextureStorageMem2DEXT"
.}
proc textureStorageMem2DMultisampleEXT(texture: uint32; samples: int32;
                                      internalFormat: GLenum; width: int32;
                                      height: int32; fixedSampleLocations: bool;
                                      memory: uint32; offset: uint64): void {.
cdecl, header: "<glew.h>", importc: "glTextureStorageMem2DMultisampleEXT"
.}
proc textureStorageMem3DEXT(texture: uint32; levels: int32; internalFormat: GLenum;
                           width: int32; height: int32; depth: int32; memory: uint32;
                           offset: uint64): void {.
cdecl, header: "<glew.h>", importc: "glTextureStorageMem3DEXT"
.}
proc textureStorageMem3DMultisampleEXT(texture: uint32; samples: int32;
                                      internalFormat: GLenum; width: int32;
                                      height: int32; depth: int32;
                                      fixedSampleLocations: bool; memory: uint32;
                                      offset: uint64): void {.
cdecl, header: "<glew.h>", importc: "glTextureStorageMem3DMultisampleEXT"
.}
proc importMemoryFdEXT(memory: uint32; size: uint64; handleType: GLenum; fd: int32): void {.
cdecl, header: "<glew.h>", importc: "glImportMemoryFdEXT"
.}
proc importMemoryWin32HandleEXT(memory: uint32; size: uint64; handleType: GLenum;
                               handle: pointer): void {.
cdecl, header: "<glew.h>", importc: "glImportMemoryWin32HandleEXT"
.}
proc importMemoryWin32NameEXT(memory: uint32; size: uint64; handleType: GLenum;
                             name: pointer): void {.
cdecl, header: "<glew.h>", importc: "glImportMemoryWin32NameEXT"
.}
proc multiDrawArraysEXT(mode: GLenum; first: ptr int32; count: ptr int32;
                       primcount: int32): void {.
cdecl, header: "<glew.h>", importc: "glMultiDrawArraysEXT"
.}
proc multiDrawElementsEXT(mode: GLenum; count: ptr int32; tipe: GLenum;
                         indices: ptr void; primcount: int32): void {.
cdecl, header: "<glew.h>", importc: "glMultiDrawElementsEXT"
.}
proc multiDrawArraysIndirectEXT(mode: GLenum; indirect: pointer; drawcount: int32;
                               stride: int32): void {.
cdecl, header: "<glew.h>", importc: "glMultiDrawArraysIndirectEXT"
.}
proc multiDrawElementsIndirectEXT(mode: GLenum; tipe: GLenum; indirect: pointer;
                                 drawcount: int32; stride: int32): void {.
cdecl, header: "<glew.h>", importc: "glMultiDrawElementsIndirectEXT"
.}
proc sampleMaskEXT(value: float32; invert: bool): void {.
cdecl, header: "<glew.h>", importc: "glSampleMaskEXT"
.}
proc samplePatternEXT(pattern: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glSamplePatternEXT"
.}
proc framebufferTexture2DMultisampleEXT(target: GLenum; attachment: GLenum;
                                       textarget: GLenum; texture: uint32;
                                       level: int32; samples: int32): void {.
cdecl, header: "<glew.h>", importc: "glFramebufferTexture2DMultisampleEXT"
.}
proc drawBuffersIndexedEXT(n: int32; location: ptr GLenum; indices: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glDrawBuffersIndexedEXT"
.}
proc getIntegeri_vEXT(target: GLenum; index: uint32; data: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetIntegeri_vEXT"
.}
proc readBufferIndexedEXT(src: GLenum; index: int32): void {.
cdecl, header: "<glew.h>", importc: "glReadBufferIndexedEXT"
.}
proc colorTableEXT(target: GLenum; internalFormat: GLenum; width: int32;
                  format: GLenum; tipe: GLenum; data: pointer): void {.
cdecl, header: "<glew.h>", importc: "glColorTableEXT"
.}
proc getColorTableEXT(target: GLenum; format: GLenum; tipe: GLenum; data: pointer): void {.
cdecl, header: "<glew.h>", importc: "glGetColorTableEXT"
.}
proc getColorTableParameterfvEXT(target: GLenum; pname: GLenum; params: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glGetColorTableParameterfvEXT"
.}
proc getColorTableParameterivEXT(target: GLenum; pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetColorTableParameterivEXT"
.}
proc getPixelTransformParameterfvEXT(target: GLenum; pname: GLenum;
                                    params: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glGetPixelTransformParameterfvEXT"
.}
proc getPixelTransformParameterivEXT(target: GLenum; pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetPixelTransformParameterivEXT"
.}
proc pixelTransformParameterfEXT(target: GLenum; pname: GLenum; param: float32): void {.
cdecl, header: "<glew.h>", importc: "glPixelTransformParameterfEXT"
.}
proc pixelTransformParameterfvEXT(target: GLenum; pname: GLenum; params: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glPixelTransformParameterfvEXT"
.}
proc pixelTransformParameteriEXT(target: GLenum; pname: GLenum; param: int32): void {.
cdecl, header: "<glew.h>", importc: "glPixelTransformParameteriEXT"
.}
proc pixelTransformParameterivEXT(target: GLenum; pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glPixelTransformParameterivEXT"
.}
proc pointParameterfEXT(pname: GLenum; param: float32): void {.
cdecl, header: "<glew.h>", importc: "glPointParameterfEXT"
.}
proc pointParameterfvEXT(pname: GLenum; params: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glPointParameterfvEXT"
.}
proc polygonOffsetEXT(factor: float32; bias: float32): void {.
cdecl, header: "<glew.h>", importc: "glPolygonOffsetEXT"
.}
proc polygonOffsetClampEXT(factor: float32; units: float32; clamp: float32): void {.
cdecl, header: "<glew.h>", importc: "glPolygonOffsetClampEXT"
.}
proc provokingVertexEXT(mode: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glProvokingVertexEXT"
.}
proc coverageModulationNV(components: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glCoverageModulationNV"
.}
proc coverageModulationTableNV(n: int32; v: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glCoverageModulationTableNV"
.}
proc getCoverageModulationTableNV(bufsize: int32; v: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glGetCoverageModulationTableNV"
.}
proc rasterSamplesEXT(samples: uint32; fixedsamplelocations: bool): void {.
cdecl, header: "<glew.h>", importc: "glRasterSamplesEXT"
.}
proc beginSceneEXT(): void {.
cdecl, header: "<glew.h>", importc: "glBeginSceneEXT"
.}
proc endSceneEXT(): void {.
cdecl, header: "<glew.h>", importc: "glEndSceneEXT"
.}
proc secondaryColor3bEXT(red: int8; green: int8; blue: int8): void {.
cdecl, header: "<glew.h>", importc: "glSecondaryColor3bEXT"
.}
proc secondaryColor3bvEXT(v: ptr int8): void {.
cdecl, header: "<glew.h>", importc: "glSecondaryColor3bvEXT"
.}
proc secondaryColor3dEXT(red: float64; green: float64; blue: float64): void {.
cdecl, header: "<glew.h>", importc: "glSecondaryColor3dEXT"
.}
proc secondaryColor3dvEXT(v: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glSecondaryColor3dvEXT"
.}
proc secondaryColor3fEXT(red: float32; green: float32; blue: float32): void {.
cdecl, header: "<glew.h>", importc: "glSecondaryColor3fEXT"
.}
proc secondaryColor3fvEXT(v: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glSecondaryColor3fvEXT"
.}
proc secondaryColor3iEXT(red: int32; green: int32; blue: int32): void {.
cdecl, header: "<glew.h>", importc: "glSecondaryColor3iEXT"
.}
proc secondaryColor3ivEXT(v: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glSecondaryColor3ivEXT"
.}
proc secondaryColor3sEXT(red: int16; green: int16; blue: int16): void {.
cdecl, header: "<glew.h>", importc: "glSecondaryColor3sEXT"
.}
proc secondaryColor3svEXT(v: ptr int16): void {.
cdecl, header: "<glew.h>", importc: "glSecondaryColor3svEXT"
.}
proc secondaryColor3ubEXT(red: uint8; green: uint8; blue: uint8): void {.
cdecl, header: "<glew.h>", importc: "glSecondaryColor3ubEXT"
.}
proc secondaryColor3ubvEXT(v: ptr uint8): void {.
cdecl, header: "<glew.h>", importc: "glSecondaryColor3ubvEXT"
.}
proc secondaryColor3uiEXT(red: uint32; green: uint32; blue: uint32): void {.
cdecl, header: "<glew.h>", importc: "glSecondaryColor3uiEXT"
.}
proc secondaryColor3uivEXT(v: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glSecondaryColor3uivEXT"
.}
proc secondaryColor3usEXT(red: uint16; green: uint16; blue: uint16): void {.
cdecl, header: "<glew.h>", importc: "glSecondaryColor3usEXT"
.}
proc secondaryColor3usvEXT(v: ptr uint16): void {.
cdecl, header: "<glew.h>", importc: "glSecondaryColor3usvEXT"
.}
proc secondaryColorPointerEXT(size: int32; tipe: GLenum; stride: int32;
                             poynter: pointer): void {.
cdecl, header: "<glew.h>", importc: "glSecondaryColorPointerEXT"
.}
proc deleteSemaphoresEXT(n: int32; semaphores: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glDeleteSemaphoresEXT"
.}
proc genSemaphoresEXT(n: int32; semaphores: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glGenSemaphoresEXT"
.}
proc getSemaphoreParameterui64vEXT(semaphore: uint32; pname: GLenum;
                                  params: ptr uint64): void {.
cdecl, header: "<glew.h>", importc: "glGetSemaphoreParameterui64vEXT"
.}
proc isSemaphoreEXT(semaphore: uint32): bool {.
cdecl, header: "<glew.h>", importc: "glIsSemaphoreEXT"
.}
proc semaphoreParameterui64vEXT(semaphore: uint32; pname: GLenum; params: ptr uint64): void {.
cdecl, header: "<glew.h>", importc: "glSemaphoreParameterui64vEXT"
.}
proc signalSemaphoreEXT(semaphore: uint32; numBufferBarriers: uint32;
                       buffers: ptr uint32; numTextureBarriers: uint32;
                       textures: ptr uint32; dstLayouts: ptr GLenum): void {.
cdecl, header: "<glew.h>", importc: "glSignalSemaphoreEXT"
.}
proc waitSemaphoreEXT(semaphore: uint32; numBufferBarriers: uint32;
                     buffers: ptr uint32; numTextureBarriers: uint32;
                     textures: ptr uint32; srcLayouts: ptr GLenum): void {.
cdecl, header: "<glew.h>", importc: "glWaitSemaphoreEXT"
.}
proc importSemaphoreFdEXT(semaphore: uint32; handleType: GLenum; fd: int32): void {.
cdecl, header: "<glew.h>", importc: "glImportSemaphoreFdEXT"
.}
proc importSemaphoreWin32HandleEXT(semaphore: uint32; handleType: GLenum;
                                  handle: pointer): void {.
cdecl, header: "<glew.h>", importc: "glImportSemaphoreWin32HandleEXT"
.}
proc importSemaphoreWin32NameEXT(semaphore: uint32; handleType: GLenum; name: pointer): void {.
cdecl, header: "<glew.h>", importc: "glImportSemaphoreWin32NameEXT"
.}
proc activeProgramEXT(program: uint32): void {.
cdecl, header: "<glew.h>", importc: "glActiveProgramEXT"
.}
proc createShaderProgramEXT(tipe: GLenum; stryng: cstring): uint32 {.
cdecl, header: "<glew.h>", importc: "glCreateShaderProgramEXT"
.}
proc useShaderProgramEXT(tipe: GLenum; program: uint32): void {.
cdecl, header: "<glew.h>", importc: "glUseShaderProgramEXT"
.}
proc bindImageTextureEXT(index: uint32; texture: uint32; level: int32; layered: bool;
                        layer: int32; access: GLenum; format: int32): void {.
cdecl, header: "<glew.h>", importc: "glBindImageTextureEXT"
.}
proc memoryBarrierEXT(barriers: uint32): void {.
cdecl, header: "<glew.h>", importc: "glMemoryBarrierEXT"
.}
proc clearPixelLocalStorageuiEXT(offset: int32; n: int32; values: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glClearPixelLocalStorageuiEXT"
.}
proc framebufferPixelLocalStorageSizeEXT(target: uint32; size: int32): void {.
cdecl, header: "<glew.h>", importc: "glFramebufferPixelLocalStorageSizeEXT"
.}
proc getFramebufferPixelLocalStorageSizeEXT(target: uint32): int32 {.
cdecl, header: "<glew.h>", importc: "glGetFramebufferPixelLocalStorageSizeEXT"
.}
proc texPageCommitmentEXT(target: GLenum; level: int32; xoffset: int32; yoffset: int32;
                         zoffset: int32; width: int32; height: int32; depth: int32;
                         commit: bool): void {.
cdecl, header: "<glew.h>", importc: "glTexPageCommitmentEXT"
.}
proc texturePageCommitmentEXT(texture: uint32; level: int32; xoffset: int32;
                             yoffset: int32; zoffset: int32; width: int32;
                             height: int32; depth: int32; commit: bool): void {.
cdecl, header: "<glew.h>", importc: "glTexturePageCommitmentEXT"
.}
proc activeStencilFaceEXT(face: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glActiveStencilFaceEXT"
.}
proc texSubImage1DEXT(target: GLenum; level: int32; xoffset: int32; width: int32;
                     format: GLenum; tipe: GLenum; pixels: pointer): void {.
cdecl, header: "<glew.h>", importc: "glTexSubImage1DEXT"
.}
proc texSubImage2DEXT(target: GLenum; level: int32; xoffset: int32; yoffset: int32;
                     width: int32; height: int32; format: GLenum; tipe: GLenum;
                     pixels: pointer): void {.
cdecl, header: "<glew.h>", importc: "glTexSubImage2DEXT"
.}
proc texSubImage3DEXT(target: GLenum; level: int32; xoffset: int32; yoffset: int32;
                     zoffset: int32; width: int32; height: int32; depth: int32;
                     format: GLenum; tipe: GLenum; pixels: pointer): void {.
cdecl, header: "<glew.h>", importc: "glTexSubImage3DEXT"
.}
proc texImage3DEXT(target: GLenum; level: int32; internalformat: GLenum; width: int32;
                  height: int32; depth: int32; border: int32; format: GLenum;
                  tipe: GLenum; pixels: pointer): void {.
cdecl, header: "<glew.h>", importc: "glTexImage3DEXT"
.}
proc framebufferTextureLayerEXT(target: GLenum; attachment: GLenum; texture: uint32;
                               level: int32; layer: int32): void {.
cdecl, header: "<glew.h>", importc: "glFramebufferTextureLayerEXT"
.}
proc texBufferEXT(target: GLenum; internalformat: GLenum; buffer: uint32): void {.
cdecl, header: "<glew.h>", importc: "glTexBufferEXT"
.}
proc clearColorIiEXT(red: int32; green: int32; blue: int32; alpha: int32): void {.
cdecl, header: "<glew.h>", importc: "glClearColorIiEXT"
.}
proc clearColorIuiEXT(red: uint32; green: uint32; blue: uint32; alpha: uint32): void {.
cdecl, header: "<glew.h>", importc: "glClearColorIuiEXT"
.}
proc getTexParameterIivEXT(target: GLenum; pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetTexParameterIivEXT"
.}
proc getTexParameterIuivEXT(target: GLenum; pname: GLenum; params: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glGetTexParameterIuivEXT"
.}
proc texParameterIivEXT(target: GLenum; pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glTexParameterIivEXT"
.}
proc texParameterIuivEXT(target: GLenum; pname: GLenum; params: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glTexParameterIuivEXT"
.}
proc areTexturesResidentEXT(n: int32; textures: ptr uint32; residences: ptr bool): bool {.
cdecl, header: "<glew.h>", importc: "glAreTexturesResidentEXT"
.}
proc bindTextureEXT(target: GLenum; texture: uint32): void {.
cdecl, header: "<glew.h>", importc: "glBindTextureEXT"
.}
proc deleteTexturesEXT(n: int32; textures: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glDeleteTexturesEXT"
.}
proc genTexturesEXT(n: int32; textures: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glGenTexturesEXT"
.}
proc isTextureEXT(texture: uint32): bool {.
cdecl, header: "<glew.h>", importc: "glIsTextureEXT"
.}
proc prioritizeTexturesEXT(n: int32; textures: ptr uint32; priorities: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glPrioritizeTexturesEXT"
.}
proc textureNormalEXT(mode: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glTextureNormalEXT"
.}
proc texStorage1DEXT(target: GLenum; levels: int32; internalformat: GLenum;
                    width: int32): void {.
cdecl, header: "<glew.h>", importc: "glTexStorage1DEXT"
.}
proc texStorage2DEXT(target: GLenum; levels: int32; internalformat: GLenum;
                    width: int32; height: int32): void {.
cdecl, header: "<glew.h>", importc: "glTexStorage2DEXT"
.}
proc texStorage3DEXT(target: GLenum; levels: int32; internalformat: GLenum;
                    width: int32; height: int32; depth: int32): void {.
cdecl, header: "<glew.h>", importc: "glTexStorage3DEXT"
.}
proc textureStorage1DEXT(texture: uint32; target: GLenum; levels: int32;
                        internalformat: GLenum; width: int32): void {.
cdecl, header: "<glew.h>", importc: "glTextureStorage1DEXT"
.}
proc textureStorage2DEXT(texture: uint32; target: GLenum; levels: int32;
                        internalformat: GLenum; width: int32; height: int32): void {.
cdecl, header: "<glew.h>", importc: "glTextureStorage2DEXT"
.}
proc textureStorage3DEXT(texture: uint32; target: GLenum; levels: int32;
                        internalformat: GLenum; width: int32; height: int32;
                        depth: int32): void {.
cdecl, header: "<glew.h>", importc: "glTextureStorage3DEXT"
.}
proc textureViewEXT(texture: uint32; target: GLenum; origtexture: uint32;
                   internalformat: GLenum; minlevel: uint32; numlevels: uint32;
                   minlayer: uint32; numlayers: uint32): void {.
cdecl, header: "<glew.h>", importc: "glTextureViewEXT"
.}
proc getQueryObjecti64vEXT(id: uint32; pname: GLenum; params: ptr int64): void {.
cdecl, header: "<glew.h>", importc: "glGetQueryObjecti64vEXT"
.}
proc getQueryObjectui64vEXT(id: uint32; pname: GLenum; params: ptr uint64): void {.
cdecl, header: "<glew.h>", importc: "glGetQueryObjectui64vEXT"
.}
proc beginTransformFeedbackEXT(primitiveMode: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glBeginTransformFeedbackEXT"
.}
proc bindBufferBaseEXT(target: GLenum; index: uint32; buffer: uint32): void {.
cdecl, header: "<glew.h>", importc: "glBindBufferBaseEXT"
.}
proc bindBufferOffsetEXT(target: GLenum; index: uint32; buffer: uint32; offset: int32): void {.
cdecl, header: "<glew.h>", importc: "glBindBufferOffsetEXT"
.}
proc bindBufferRangeEXT(target: GLenum; index: uint32; buffer: uint32; offset: int32;
                       size: int32): void {.
cdecl, header: "<glew.h>", importc: "glBindBufferRangeEXT"
.}
proc endTransformFeedbackEXT(): void {.
cdecl, header: "<glew.h>", importc: "glEndTransformFeedbackEXT"
.}
proc getTransformFeedbackVaryingEXT(program: uint32; index: uint32; bufSize: int32;
                                   length: ptr int32; size: ptr int32;
                                   tipe: ptr GLenum; name: ptr char): void {.
cdecl, header: "<glew.h>", importc: "glGetTransformFeedbackVaryingEXT"
.}
proc transformFeedbackVaryingsEXT(program: uint32; count: int32;
                                 varyings: ptr cstring; bufferMode: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glTransformFeedbackVaryingsEXT"
.}
proc arrayElementEXT(i: int32): void {.
cdecl, header: "<glew.h>", importc: "glArrayElementEXT"
.}
proc colorPointerEXT(size: int32; tipe: GLenum; stride: int32; count: int32;
                    poynter: pointer): void {.
cdecl, header: "<glew.h>", importc: "glColorPointerEXT"
.}
proc drawArraysEXT(mode: GLenum; first: int32; count: int32): void {.
cdecl, header: "<glew.h>", importc: "glDrawArraysEXT"
.}
proc edgeFlagPointerEXT(stride: int32; count: int32; poynter: ptr bool): void {.
cdecl, header: "<glew.h>", importc: "glEdgeFlagPointerEXT"
.}
proc indexPointerEXT(tipe: GLenum; stride: int32; count: int32; poynter: pointer): void {.
cdecl, header: "<glew.h>", importc: "glIndexPointerEXT"
.}
proc normalPointerEXT(tipe: GLenum; stride: int32; count: int32; poynter: pointer): void {.
cdecl, header: "<glew.h>", importc: "glNormalPointerEXT"
.}
proc texCoordPointerEXT(size: int32; tipe: GLenum; stride: int32; count: int32;
                       poynter: pointer): void {.
cdecl, header: "<glew.h>", importc: "glTexCoordPointerEXT"
.}
proc vertexPointerEXT(size: int32; tipe: GLenum; stride: int32; count: int32;
                     poynter: pointer): void {.
cdecl, header: "<glew.h>", importc: "glVertexPointerEXT"
.}
proc bindArraySetEXT(arrayset: pointer): void {.
cdecl, header: "<glew.h>", importc: "glBindArraySetEXT"
.}
proc createArraySetExt(): void {.
cdecl, header: "<glew.h>", importc: "glCreateArraySetExt"
.}
proc deleteArraySetsEXT(n: int32; arrayset: ptr pointer): void {.
cdecl, header: "<glew.h>", importc: "glDeleteArraySetsEXT"
.}
proc getVertexAttribLdvEXT(index: uint32; pname: GLenum; params: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glGetVertexAttribLdvEXT"
.}
proc vertexArrayVertexAttribLOffsetEXT(vaobj: uint32; buffer: uint32; index: uint32;
                                      size: int32; tipe: GLenum; stride: int32;
                                      offset: int32): void {.
cdecl, header: "<glew.h>", importc: "glVertexArrayVertexAttribLOffsetEXT"
.}
proc vertexAttribL1dEXT(index: uint32; x: float64): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribL1dEXT"
.}
proc vertexAttribL1dvEXT(index: uint32; v: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribL1dvEXT"
.}
proc vertexAttribL2dEXT(index: uint32; x: float64; y: float64): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribL2dEXT"
.}
proc vertexAttribL2dvEXT(index: uint32; v: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribL2dvEXT"
.}
proc vertexAttribL3dEXT(index: uint32; x: float64; y: float64; z: float64): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribL3dEXT"
.}
proc vertexAttribL3dvEXT(index: uint32; v: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribL3dvEXT"
.}
proc vertexAttribL4dEXT(index: uint32; x: float64; y: float64; z: float64; w: float64): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribL4dEXT"
.}
proc vertexAttribL4dvEXT(index: uint32; v: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribL4dvEXT"
.}
proc vertexAttribLPointerEXT(index: uint32; size: int32; tipe: GLenum; stride: int32;
                            poynter: pointer): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribLPointerEXT"
.}
proc beginVertexShaderEXT(): void {.
cdecl, header: "<glew.h>", importc: "glBeginVertexShaderEXT"
.}
proc bindLightParameterEXT(light: GLenum; value: GLenum): uint32 {.
cdecl, header: "<glew.h>", importc: "glBindLightParameterEXT"
.}
proc bindMaterialParameterEXT(face: GLenum; value: GLenum): uint32 {.
cdecl, header: "<glew.h>", importc: "glBindMaterialParameterEXT"
.}
proc bindParameterEXT(value: GLenum): uint32 {.
cdecl, header: "<glew.h>", importc: "glBindParameterEXT"
.}
proc bindTexGenParameterEXT(unit: GLenum; coord: GLenum; value: GLenum): uint32 {.
cdecl, header: "<glew.h>", importc: "glBindTexGenParameterEXT"
.}
proc bindTextureUnitParameterEXT(unit: GLenum; value: GLenum): uint32 {.
cdecl, header: "<glew.h>", importc: "glBindTextureUnitParameterEXT"
.}
proc bindVertexShaderEXT(id: uint32): void {.
cdecl, header: "<glew.h>", importc: "glBindVertexShaderEXT"
.}
proc deleteVertexShaderEXT(id: uint32): void {.
cdecl, header: "<glew.h>", importc: "glDeleteVertexShaderEXT"
.}
proc disableVariantClientStateEXT(id: uint32): void {.
cdecl, header: "<glew.h>", importc: "glDisableVariantClientStateEXT"
.}
proc enableVariantClientStateEXT(id: uint32): void {.
cdecl, header: "<glew.h>", importc: "glEnableVariantClientStateEXT"
.}
proc endVertexShaderEXT(): void {.
cdecl, header: "<glew.h>", importc: "glEndVertexShaderEXT"
.}
proc extractComponentEXT(res: uint32; src: uint32; num: uint32): void {.
cdecl, header: "<glew.h>", importc: "glExtractComponentEXT"
.}
proc genSymbolsEXT(dataType: GLenum; storageType: GLenum; rangee: GLenum;
                  components: uint32): uint32 {.
cdecl, header: "<glew.h>", importc: "glGenSymbolsEXT"
.}
proc genVertexShadersEXT(rangee: uint32): uint32 {.
cdecl, header: "<glew.h>", importc: "glGenVertexShadersEXT"
.}
proc getInvariantBooleanvEXT(id: uint32; value: GLenum; data: ptr bool): void {.
cdecl, header: "<glew.h>", importc: "glGetInvariantBooleanvEXT"
.}
proc getInvariantFloatvEXT(id: uint32; value: GLenum; data: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glGetInvariantFloatvEXT"
.}
proc getInvariantIntegervEXT(id: uint32; value: GLenum; data: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetInvariantIntegervEXT"
.}
proc getLocalConstantBooleanvEXT(id: uint32; value: GLenum; data: ptr bool): void {.
cdecl, header: "<glew.h>", importc: "glGetLocalConstantBooleanvEXT"
.}
proc getLocalConstantFloatvEXT(id: uint32; value: GLenum; data: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glGetLocalConstantFloatvEXT"
.}
proc getLocalConstantIntegervEXT(id: uint32; value: GLenum; data: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetLocalConstantIntegervEXT"
.}
proc getVariantBooleanvEXT(id: uint32; value: GLenum; data: ptr bool): void {.
cdecl, header: "<glew.h>", importc: "glGetVariantBooleanvEXT"
.}
proc getVariantFloatvEXT(id: uint32; value: GLenum; data: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glGetVariantFloatvEXT"
.}
proc getVariantIntegervEXT(id: uint32; value: GLenum; data: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetVariantIntegervEXT"
.}
proc getVariantPointervEXT(id: uint32; value: GLenum; data: ptr void): void {.
cdecl, header: "<glew.h>", importc: "glGetVariantPointervEXT"
.}
proc insertComponentEXT(res: uint32; src: uint32; num: uint32): void {.
cdecl, header: "<glew.h>", importc: "glInsertComponentEXT"
.}
proc isVariantEnabledEXT(id: uint32; cap: GLenum): bool {.
cdecl, header: "<glew.h>", importc: "glIsVariantEnabledEXT"
.}
proc setInvariantEXT(id: uint32; tipe: GLenum; adr: pointer): void {.
cdecl, header: "<glew.h>", importc: "glSetInvariantEXT"
.}
proc setLocalConstantEXT(id: uint32; tipe: GLenum; adr: pointer): void {.
cdecl, header: "<glew.h>", importc: "glSetLocalConstantEXT"
.}
proc shaderOp1EXT(op: GLenum; res: uint32; arg1: uint32): void {.
cdecl, header: "<glew.h>", importc: "glShaderOp1EXT"
.}
proc shaderOp2EXT(op: GLenum; res: uint32; arg1: uint32; arg2: uint32): void {.
cdecl, header: "<glew.h>", importc: "glShaderOp2EXT"
.}
proc shaderOp3EXT(op: GLenum; res: uint32; arg1: uint32; arg2: uint32; arg3: uint32): void {.
cdecl, header: "<glew.h>", importc: "glShaderOp3EXT"
.}
proc swizzleEXT(res: uint32; inn: uint32; outX: GLenum; outY: GLenum; outZ: GLenum;
               outW: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glSwizzleEXT"
.}
proc variantPointerEXT(id: uint32; tipe: GLenum; stride: uint32; adr: pointer): void {.
cdecl, header: "<glew.h>", importc: "glVariantPointerEXT"
.}
proc variantbvEXT(id: uint32; adr: ptr int8): void {.
cdecl, header: "<glew.h>", importc: "glVariantbvEXT"
.}
proc variantdvEXT(id: uint32; adr: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glVariantdvEXT"
.}
proc variantfvEXT(id: uint32; adr: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glVariantfvEXT"
.}
proc variantivEXT(id: uint32; adr: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glVariantivEXT"
.}
proc variantsvEXT(id: uint32; adr: ptr int16): void {.
cdecl, header: "<glew.h>", importc: "glVariantsvEXT"
.}
proc variantubvEXT(id: uint32; adr: ptr uint8): void {.
cdecl, header: "<glew.h>", importc: "glVariantubvEXT"
.}
proc variantuivEXT(id: uint32; adr: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glVariantuivEXT"
.}
proc variantusvEXT(id: uint32; adr: ptr uint16): void {.
cdecl, header: "<glew.h>", importc: "glVariantusvEXT"
.}
proc writeMaskEXT(res: uint32; inn: uint32; outX: GLenum; outY: GLenum; outZ: GLenum;
                 outW: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glWriteMaskEXT"
.}
proc vertexWeightPointerEXT(size: int32; tipe: GLenum; stride: int32; poynter: pointer): void {.
cdecl, header: "<glew.h>", importc: "glVertexWeightPointerEXT"
.}
proc vertexWeightfEXT(weight: float32): void {.
cdecl, header: "<glew.h>", importc: "glVertexWeightfEXT"
.}
proc vertexWeightfvEXT(weight: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glVertexWeightfvEXT"
.}
proc acquireKeyedMutexWin32EXT(memory: uint32; key: uint64; timeout: uint32): bool {.
cdecl, header: "<glew.h>", importc: "glAcquireKeyedMutexWin32EXT"
.}
proc releaseKeyedMutexWin32EXT(memory: uint32; key: uint64): bool {.
cdecl, header: "<glew.h>", importc: "glReleaseKeyedMutexWin32EXT"
.}
proc windowRectanglesEXT(mode: GLenum; count: int32; box: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glWindowRectanglesEXT"
.}
proc importSyncEXT(external_sync_type: GLenum; external_sync: int32; flags: uint32): distinct pointer {.
cdecl, header: "<glew.h>", importc: "glImportSyncEXT"
.}
proc frameTerminatorGREMEDY(): void {.
cdecl, header: "<glew.h>", importc: "glFrameTerminatorGREMEDY"
.}
proc stringMarkerGREMEDY(len: int32; stryng: pointer): void {.
cdecl, header: "<glew.h>", importc: "glStringMarkerGREMEDY"
.}
proc getImageTransformParameterfvHP(target: GLenum; pname: GLenum;
                                   params: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glGetImageTransformParameterfvHP"
.}
proc getImageTransformParameterivHP(target: GLenum; pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetImageTransformParameterivHP"
.}
proc imageTransformParameterfHP(target: GLenum; pname: GLenum; param: float32): void {.
cdecl, header: "<glew.h>", importc: "glImageTransformParameterfHP"
.}
proc imageTransformParameterfvHP(target: GLenum; pname: GLenum; params: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glImageTransformParameterfvHP"
.}
proc imageTransformParameteriHP(target: GLenum; pname: GLenum; param: int32): void {.
cdecl, header: "<glew.h>", importc: "glImageTransformParameteriHP"
.}
proc imageTransformParameterivHP(target: GLenum; pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glImageTransformParameterivHP"
.}
proc multiModeDrawArraysIBM(mode: ptr GLenum; first: ptr int32; count: ptr int32;
                           primcount: int32; modestride: int32): void {.
cdecl, header: "<glew.h>", importc: "glMultiModeDrawArraysIBM"
.}
proc multiModeDrawElementsIBM(mode: ptr GLenum; count: ptr int32; tipe: GLenum;
                             indices: ptr void; primcount: int32; modestride: int32): void {.
cdecl, header: "<glew.h>", importc: "glMultiModeDrawElementsIBM"
.}
proc colorPointerListIBM(size: int32; tipe: GLenum; stride: int32; poynter: ptr void;
                        ptrstride: int32): void {.
cdecl, header: "<glew.h>", importc: "glColorPointerListIBM"
.}
proc edgeFlagPointerListIBM(stride: int32; poynter: ptr bool; ptrstride: int32): void {.
cdecl, header: "<glew.h>", importc: "glEdgeFlagPointerListIBM"
.}
proc fogCoordPointerListIBM(tipe: GLenum; stride: int32; poynter: ptr void;
                           ptrstride: int32): void {.
cdecl, header: "<glew.h>", importc: "glFogCoordPointerListIBM"
.}
proc indexPointerListIBM(tipe: GLenum; stride: int32; poynter: ptr void;
                        ptrstride: int32): void {.
cdecl, header: "<glew.h>", importc: "glIndexPointerListIBM"
.}
proc normalPointerListIBM(tipe: GLenum; stride: int32; poynter: ptr void;
                         ptrstride: int32): void {.
cdecl, header: "<glew.h>", importc: "glNormalPointerListIBM"
.}
proc secondaryColorPointerListIBM(size: int32; tipe: GLenum; stride: int32;
                                 poynter: ptr void; ptrstride: int32): void {.
cdecl, header: "<glew.h>", importc: "glSecondaryColorPointerListIBM"
.}
proc texCoordPointerListIBM(size: int32; tipe: GLenum; stride: int32;
                           poynter: ptr void; ptrstride: int32): void {.
cdecl, header: "<glew.h>", importc: "glTexCoordPointerListIBM"
.}
proc vertexPointerListIBM(size: int32; tipe: GLenum; stride: int32; poynter: ptr void;
                         ptrstride: int32): void {.
cdecl, header: "<glew.h>", importc: "glVertexPointerListIBM"
.}
proc mapTexture2DINTEL(texture: uint32; level: int32; access: uint32;
                      stride: ptr int32; layout: ptr GLenum): void {.
cdecl, header: "<glew.h>", importc: "glMapTexture2DINTEL"
.}
proc syncTextureINTEL(texture: uint32): void {.
cdecl, header: "<glew.h>", importc: "glSyncTextureINTEL"
.}
proc unmapTexture2DINTEL(texture: uint32; level: int32): void {.
cdecl, header: "<glew.h>", importc: "glUnmapTexture2DINTEL"
.}
proc colorPointervINTEL(size: int32; tipe: GLenum; poynter: ptr void): void {.
cdecl, header: "<glew.h>", importc: "glColorPointervINTEL"
.}
proc normalPointervINTEL(tipe: GLenum; poynter: ptr void): void {.
cdecl, header: "<glew.h>", importc: "glNormalPointervINTEL"
.}
proc texCoordPointervINTEL(size: int32; tipe: GLenum; poynter: ptr void): void {.
cdecl, header: "<glew.h>", importc: "glTexCoordPointervINTEL"
.}
proc vertexPointervINTEL(size: int32; tipe: GLenum; poynter: ptr void): void {.
cdecl, header: "<glew.h>", importc: "glVertexPointervINTEL"
.}
proc beginPerfQueryINTEL(queryHandle: uint32): void {.
cdecl, header: "<glew.h>", importc: "glBeginPerfQueryINTEL"
.}
proc createPerfQueryINTEL(queryId: uint32; queryHandle: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glCreatePerfQueryINTEL"
.}
proc deletePerfQueryINTEL(queryHandle: uint32): void {.
cdecl, header: "<glew.h>", importc: "glDeletePerfQueryINTEL"
.}
proc endPerfQueryINTEL(queryHandle: uint32): void {.
cdecl, header: "<glew.h>", importc: "glEndPerfQueryINTEL"
.}
proc getFirstPerfQueryIdINTEL(queryId: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glGetFirstPerfQueryIdINTEL"
.}
proc getNextPerfQueryIdINTEL(queryId: uint32; nextQueryId: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glGetNextPerfQueryIdINTEL"
.}
proc getPerfCounterInfoINTEL(queryId: uint32; counterId: uint32;
                            counterNameLength: uint32; counterName: ptr char;
                            counterDescLength: uint32; counterDesc: ptr char;
                            counterOffset: ptr uint32; counterDataSize: ptr uint32;
                            counterTypeEnum: ptr uint32;
                            counterDataTypeEnum: ptr uint32;
                            rawCounterMaxValue: ptr uint64): void {.
cdecl, header: "<glew.h>", importc: "glGetPerfCounterInfoINTEL"
.}
proc getPerfQueryDataINTEL(queryHandle: uint32; flags: uint32; dataSize: int32;
                          data: pointer; bytesWritten: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glGetPerfQueryDataINTEL"
.}
proc getPerfQueryIdByNameINTEL(queryName: ptr char; queryId: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glGetPerfQueryIdByNameINTEL"
.}
proc getPerfQueryInfoINTEL(queryId: uint32; queryNameLength: uint32;
                          queryName: ptr char; dataSize: ptr uint32;
                          noCounters: ptr uint32; noInstances: ptr uint32;
                          capsMask: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glGetPerfQueryInfoINTEL"
.}
proc texScissorFuncINTEL(target: GLenum; lfunc: GLenum; hfunc: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glTexScissorFuncINTEL"
.}
proc texScissorINTEL(target: GLenum; tlow: float32; thigh: float32): void {.
cdecl, header: "<glew.h>", importc: "glTexScissorINTEL"
.}
proc blendBarrierKHR(): void {.
cdecl, header: "<glew.h>", importc: "glBlendBarrierKHR"
.}
proc debugMessageControl(source: GLenum; tipe: GLenum; severity: GLenum; count: int32;
                        ids: ptr uint32; enabled: bool): void {.
cdecl, header: "<glew.h>", importc: "glDebugMessageControl"
.}
proc debugMessageInsert(source: GLenum; tipe: GLenum; id: uint32; severity: GLenum;
                       length: int32; buf: cstring): void {.
cdecl, header: "<glew.h>", importc: "glDebugMessageInsert"
.}
proc getDebugMessageLog(count: uint32; bufSize: int32; sources: ptr GLenum;
                       types: ptr GLenum; ids: ptr uint32; severities: ptr GLenum;
                       lengths: ptr int32; messageLog: ptr char): uint32 {.
cdecl, header: "<glew.h>", importc: "glGetDebugMessageLog"
.}
proc getObjectLabel(identifier: GLenum; name: uint32; bufSize: int32;
                   length: ptr int32; label: ptr char): void {.
cdecl, header: "<glew.h>", importc: "glGetObjectLabel"
.}
proc getObjectPtrLabel(poiinter: pointer; bufSize: int32; length: ptr int32;
                      label: ptr char): void {.
cdecl, header: "<glew.h>", importc: "glGetObjectPtrLabel"
.}
proc objectLabel(identifier: GLenum; name: uint32; length: int32; label: cstring): void {.
cdecl, header: "<glew.h>", importc: "glObjectLabel"
.}
proc objectPtrLabel(poiinter: pointer; length: int32; label: cstring): void {.
cdecl, header: "<glew.h>", importc: "glObjectPtrLabel"
.}
proc popDebugGroup(): void {.
cdecl, header: "<glew.h>", importc: "glPopDebugGroup"
.}
proc pushDebugGroup(source: GLenum; id: uint32; length: int32; message: cstring): void {.
cdecl, header: "<glew.h>", importc: "glPushDebugGroup"
.}
proc maxShaderCompilerThreadsKHR(count: uint32): void {.
cdecl, header: "<glew.h>", importc: "glMaxShaderCompilerThreadsKHR"
.}
proc getnUniformfv(program: uint32; location: int32; bufSize: int32;
                  params: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glGetnUniformfv"
.}
proc getnUniformiv(program: uint32; location: int32; bufSize: int32; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetnUniformiv"
.}
proc getnUniformuiv(program: uint32; location: int32; bufSize: int32;
                   params: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glGetnUniformuiv"
.}
proc readnPixels(x: int32; y: int32; width: int32; height: int32; format: GLenum;
                tipe: GLenum; bufSize: int32; data: pointer): void {.
cdecl, header: "<glew.h>", importc: "glReadnPixels"
.}
proc bufferRegionEnabled(): uint32 {.
cdecl, header: "<glew.h>", importc: "glBufferRegionEnabled"
.}
proc deleteBufferRegion(region: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glDeleteBufferRegion"
.}
proc drawBufferRegion(region: uint32; x: int32; y: int32; width: int32; height: int32;
                     xDest: int32; yDest: int32): void {.
cdecl, header: "<glew.h>", importc: "glDrawBufferRegion"
.}
proc newBufferRegion(region: GLenum): uint32 {.
cdecl, header: "<glew.h>", importc: "glNewBufferRegion"
.}
proc readBufferRegion(region: uint32; x: int32; y: int32; width: int32; height: int32): void {.
cdecl, header: "<glew.h>", importc: "glReadBufferRegion"
.}
proc resizeBuffersMESA(): void {.
cdecl, header: "<glew.h>", importc: "glResizeBuffersMESA"
.}
proc windowPos2dMESA(x: float64; y: float64): void {.
cdecl, header: "<glew.h>", importc: "glWindowPos2dMESA"
.}
proc windowPos2dvMESA(p: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glWindowPos2dvMESA"
.}
proc windowPos2fMESA(x: float32; y: float32): void {.
cdecl, header: "<glew.h>", importc: "glWindowPos2fMESA"
.}
proc windowPos2fvMESA(p: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glWindowPos2fvMESA"
.}
proc windowPos2iMESA(x: int32; y: int32): void {.
cdecl, header: "<glew.h>", importc: "glWindowPos2iMESA"
.}
proc windowPos2ivMESA(p: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glWindowPos2ivMESA"
.}
proc windowPos2sMESA(x: int16; y: int16): void {.
cdecl, header: "<glew.h>", importc: "glWindowPos2sMESA"
.}
proc windowPos2svMESA(p: ptr int16): void {.
cdecl, header: "<glew.h>", importc: "glWindowPos2svMESA"
.}
proc windowPos3dMESA(x: float64; y: float64; z: float64): void {.
cdecl, header: "<glew.h>", importc: "glWindowPos3dMESA"
.}
proc windowPos3dvMESA(p: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glWindowPos3dvMESA"
.}
proc windowPos3fMESA(x: float32; y: float32; z: float32): void {.
cdecl, header: "<glew.h>", importc: "glWindowPos3fMESA"
.}
proc windowPos3fvMESA(p: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glWindowPos3fvMESA"
.}
proc windowPos3iMESA(x: int32; y: int32; z: int32): void {.
cdecl, header: "<glew.h>", importc: "glWindowPos3iMESA"
.}
proc windowPos3ivMESA(p: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glWindowPos3ivMESA"
.}
proc windowPos3sMESA(x: int16; y: int16; z: int16): void {.
cdecl, header: "<glew.h>", importc: "glWindowPos3sMESA"
.}
proc windowPos3svMESA(p: ptr int16): void {.
cdecl, header: "<glew.h>", importc: "glWindowPos3svMESA"
.}
proc windowPos4dMESA(x: float64; y: float64; z: float64; w: float64): void {.
cdecl, header: "<glew.h>", importc: "glWindowPos4dMESA"
.}
proc windowPos4dvMESA(p: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glWindowPos4dvMESA"
.}
proc windowPos4fMESA(x: float32; y: float32; z: float32; w: float32): void {.
cdecl, header: "<glew.h>", importc: "glWindowPos4fMESA"
.}
proc windowPos4fvMESA(p: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glWindowPos4fvMESA"
.}
proc windowPos4iMESA(x: int32; y: int32; z: int32; w: int32): void {.
cdecl, header: "<glew.h>", importc: "glWindowPos4iMESA"
.}
proc windowPos4ivMESA(p: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glWindowPos4ivMESA"
.}
proc windowPos4sMESA(x: int16; y: int16; z: int16; w: int16): void {.
cdecl, header: "<glew.h>", importc: "glWindowPos4sMESA"
.}
proc windowPos4svMESA(p: ptr int16): void {.
cdecl, header: "<glew.h>", importc: "glWindowPos4svMESA"
.}
proc beginConditionalRenderNVX(id: uint32): void {.
cdecl, header: "<glew.h>", importc: "glBeginConditionalRenderNVX"
.}
proc endConditionalRenderNVX(): void {.
cdecl, header: "<glew.h>", importc: "glEndConditionalRenderNVX"
.}
proc lGPUCopyImageSubDataNVX(sourceGpu: uint32; destinationGpuMask: uint32;
                            srcName: uint32; srcTarget: GLenum; srcLevel: int32;
                            srcX: int32; srxY: int32; srcZ: int32; dstName: uint32;
                            dstTarget: GLenum; dstLevel: int32; dstX: int32;
                            dstY: int32; dstZ: int32; width: int32; height: int32;
                            depth: int32): void {.
cdecl, header: "<glew.h>", importc: "glLGPUCopyImageSubDataNVX"
.}
proc lGPUInterlockNVX(): void {.
cdecl, header: "<glew.h>", importc: "glLGPUInterlockNVX"
.}
proc lGPUNamedBufferSubDataNVX(gpuMask: uint32; buffer: uint32; offset: int32;
                              size: int32; data: pointer): void {.
cdecl, header: "<glew.h>", importc: "glLGPUNamedBufferSubDataNVX"
.}
proc stereoParameterfNV(pname: GLenum; param: float32): void {.
cdecl, header: "<glew.h>", importc: "glStereoParameterfNV"
.}
proc stereoParameteriNV(pname: GLenum; param: int32): void {.
cdecl, header: "<glew.h>", importc: "glStereoParameteriNV"
.}
proc multiDrawArraysIndirectBindlessNV(mode: GLenum; indirect: pointer;
                                      drawCount: int32; stride: int32;
                                      vertexBufferCount: int32): void {.
cdecl, header: "<glew.h>", importc: "glMultiDrawArraysIndirectBindlessNV"
.}
proc multiDrawElementsIndirectBindlessNV(mode: GLenum; tipe: GLenum;
                                        indirect: pointer; drawCount: int32;
                                        stride: int32; vertexBufferCount: int32): void {.
cdecl, header: "<glew.h>", importc: "glMultiDrawElementsIndirectBindlessNV"
.}
proc multiDrawArraysIndirectBindlessCountNV(mode: GLenum; indirect: pointer;
    drawCount: int32; maxDrawCount: int32; stride: int32; vertexBufferCount: int32): void {.
cdecl, header: "<glew.h>", importc: "glMultiDrawArraysIndirectBindlessCountNV"
.}
proc multiDrawElementsIndirectBindlessCountNV(mode: GLenum; tipe: GLenum;
    indirect: pointer; drawCount: int32; maxDrawCount: int32; stride: int32;
    vertexBufferCount: int32): void {.
cdecl, header: "<glew.h>", importc: "glMultiDrawElementsIndirectBindlessCountNV"
.}
proc getImageHandleNV(texture: uint32; level: int32; layered: bool; layer: int32;
                     format: GLenum): uint64 {.
cdecl, header: "<glew.h>", importc: "glGetImageHandleNV"
.}
proc getTextureHandleNV(texture: uint32): uint64 {.
cdecl, header: "<glew.h>", importc: "glGetTextureHandleNV"
.}
proc getTextureSamplerHandleNV(texture: uint32; sampler: uint32): uint64 {.
cdecl, header: "<glew.h>", importc: "glGetTextureSamplerHandleNV"
.}
proc isImageHandleResidentNV(handle: uint64): bool {.
cdecl, header: "<glew.h>", importc: "glIsImageHandleResidentNV"
.}
proc isTextureHandleResidentNV(handle: uint64): bool {.
cdecl, header: "<glew.h>", importc: "glIsTextureHandleResidentNV"
.}
proc makeImageHandleNonResidentNV(handle: uint64): void {.
cdecl, header: "<glew.h>", importc: "glMakeImageHandleNonResidentNV"
.}
proc makeImageHandleResidentNV(handle: uint64; access: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glMakeImageHandleResidentNV"
.}
proc makeTextureHandleNonResidentNV(handle: uint64): void {.
cdecl, header: "<glew.h>", importc: "glMakeTextureHandleNonResidentNV"
.}
proc makeTextureHandleResidentNV(handle: uint64): void {.
cdecl, header: "<glew.h>", importc: "glMakeTextureHandleResidentNV"
.}
proc programUniformHandleui64NV(program: uint32; location: int32; value: uint64): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniformHandleui64NV"
.}
proc programUniformHandleui64vNV(program: uint32; location: int32; count: int32;
                                values: ptr uint64): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniformHandleui64vNV"
.}
proc uniformHandleui64NV(location: int32; value: uint64): void {.
cdecl, header: "<glew.h>", importc: "glUniformHandleui64NV"
.}
proc uniformHandleui64vNV(location: int32; count: int32; value: ptr uint64): void {.
cdecl, header: "<glew.h>", importc: "glUniformHandleui64vNV"
.}
proc blendBarrierNV(): void {.
cdecl, header: "<glew.h>", importc: "glBlendBarrierNV"
.}
proc blendParameteriNV(pname: GLenum; value: int32): void {.
cdecl, header: "<glew.h>", importc: "glBlendParameteriNV"
.}
proc viewportPositionWScaleNV(index: uint32; xcoeff: float32; ycoeff: float32): void {.
cdecl, header: "<glew.h>", importc: "glViewportPositionWScaleNV"
.}
proc callCommandListNV(list: uint32): void {.
cdecl, header: "<glew.h>", importc: "glCallCommandListNV"
.}
proc commandListSegmentsNV(list: uint32; segments: uint32): void {.
cdecl, header: "<glew.h>", importc: "glCommandListSegmentsNV"
.}
proc compileCommandListNV(list: uint32): void {.
cdecl, header: "<glew.h>", importc: "glCompileCommandListNV"
.}
proc createCommandListsNV(n: int32; lists: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glCreateCommandListsNV"
.}
proc createStatesNV(n: int32; states: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glCreateStatesNV"
.}
proc deleteCommandListsNV(n: int32; lists: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glDeleteCommandListsNV"
.}
proc deleteStatesNV(n: int32; states: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glDeleteStatesNV"
.}
proc drawCommandsAddressNV(primitiveMode: GLenum; indirects: ptr uint64;
                          sizes: ptr int32; count: uint32): void {.
cdecl, header: "<glew.h>", importc: "glDrawCommandsAddressNV"
.}
proc drawCommandsNV(primitiveMode: GLenum; buffer: uint32; indirects: ptr int32;
                   sizes: ptr int32; count: uint32): void {.
cdecl, header: "<glew.h>", importc: "glDrawCommandsNV"
.}
proc drawCommandsStatesAddressNV(indirects: ptr uint64; sizes: ptr int32;
                                states: ptr uint32; fbos: ptr uint32; count: uint32): void {.
cdecl, header: "<glew.h>", importc: "glDrawCommandsStatesAddressNV"
.}
proc drawCommandsStatesNV(buffer: uint32; indirects: ptr int32; sizes: ptr int32;
                         states: ptr uint32; fbos: ptr uint32; count: uint32): void {.
cdecl, header: "<glew.h>", importc: "glDrawCommandsStatesNV"
.}
proc getCommandHeaderNV(tokenID: GLenum; size: uint32): uint32 {.
cdecl, header: "<glew.h>", importc: "glGetCommandHeaderNV"
.}
proc getStageIndexNV(shadertype: GLenum): uint16 {.
cdecl, header: "<glew.h>", importc: "glGetStageIndexNV"
.}
proc isCommandListNV(list: uint32): bool {.
cdecl, header: "<glew.h>", importc: "glIsCommandListNV"
.}
proc isStateNV(state: uint32): bool {.
cdecl, header: "<glew.h>", importc: "glIsStateNV"
.}
proc listDrawCommandsStatesClientNV(list: uint32; segment: uint32;
                                   indirects: ptr void; sizes: ptr int32;
                                   states: ptr uint32; fbos: ptr uint32; count: uint32): void {.
cdecl, header: "<glew.h>", importc: "glListDrawCommandsStatesClientNV"
.}
proc stateCaptureNV(state: uint32; mode: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glStateCaptureNV"
.}
proc beginConditionalRenderNV(id: uint32; mode: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glBeginConditionalRenderNV"
.}
proc endConditionalRenderNV(): void {.
cdecl, header: "<glew.h>", importc: "glEndConditionalRenderNV"
.}
proc subpixelPrecisionBiasNV(xbits: uint32; ybits: uint32): void {.
cdecl, header: "<glew.h>", importc: "glSubpixelPrecisionBiasNV"
.}
proc conservativeRasterParameterfNV(pname: GLenum; value: float32): void {.
cdecl, header: "<glew.h>", importc: "glConservativeRasterParameterfNV"
.}
proc conservativeRasterParameteriNV(pname: GLenum; param: int32): void {.
cdecl, header: "<glew.h>", importc: "glConservativeRasterParameteriNV"
.}
proc copyBufferSubDataNV(readtarget: GLenum; writetarget: GLenum; readoffset: int32;
                        writeoffset: int32; size: int32): void {.
cdecl, header: "<glew.h>", importc: "glCopyBufferSubDataNV"
.}
proc copyImageSubDataNV(srcName: uint32; srcTarget: GLenum; srcLevel: int32;
                       srcX: int32; srcY: int32; srcZ: int32; dstName: uint32;
                       dstTarget: GLenum; dstLevel: int32; dstX: int32; dstY: int32;
                       dstZ: int32; width: int32; height: int32; depth: int32): void {.
cdecl, header: "<glew.h>", importc: "glCopyImageSubDataNV"
.}
proc clearDepthdNV(depth: float64): void {.
cdecl, header: "<glew.h>", importc: "glClearDepthdNV"
.}
proc depthBoundsdNV(zmin: float64; zmax: float64): void {.
cdecl, header: "<glew.h>", importc: "glDepthBoundsdNV"
.}
proc depthRangedNV(zNear: float64; zFar: float64): void {.
cdecl, header: "<glew.h>", importc: "glDepthRangedNV"
.}
proc drawBuffersNV(n: int32; bufs: ptr GLenum): void {.
cdecl, header: "<glew.h>", importc: "glDrawBuffersNV"
.}
proc drawArraysInstancedNV(mode: GLenum; first: int32; count: int32; primcount: int32): void {.
cdecl, header: "<glew.h>", importc: "glDrawArraysInstancedNV"
.}
proc drawElementsInstancedNV(mode: GLenum; count: int32; tipe: GLenum;
                            indices: pointer; primcount: int32): void {.
cdecl, header: "<glew.h>", importc: "glDrawElementsInstancedNV"
.}
proc drawTextureNV(texture: uint32; sampler: uint32; x0: float32; y0: float32;
                  x1: float32; y1: float32; z: float32; s0: float32; t0: float32;
                  s1: float32; t1: float32): void {.
cdecl, header: "<glew.h>", importc: "glDrawTextureNV"
.}
proc drawVkImageNV(vkImage: uint64; sampler: uint32; x0: float32; y0: float32;
                  x1: float32; y1: float32; z: float32; s0: float32; t0: float32;
                  s1: float32; t1: float32): void {.
cdecl, header: "<glew.h>", importc: "glDrawVkImageNV"
.}
proc evalMapsNV(target: GLenum; mode: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glEvalMapsNV"
.}
proc getMapAttribParameterfvNV(target: GLenum; index: uint32; pname: GLenum;
                              params: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glGetMapAttribParameterfvNV"
.}
proc getMapAttribParameterivNV(target: GLenum; index: uint32; pname: GLenum;
                              params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetMapAttribParameterivNV"
.}
proc getMapControlPointsNV(target: GLenum; index: uint32; tipe: GLenum; ustride: int32;
                          vstride: int32; packed: bool; points: pointer): void {.
cdecl, header: "<glew.h>", importc: "glGetMapControlPointsNV"
.}
proc getMapParameterfvNV(target: GLenum; pname: GLenum; params: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glGetMapParameterfvNV"
.}
proc getMapParameterivNV(target: GLenum; pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetMapParameterivNV"
.}
proc mapControlPointsNV(target: GLenum; index: uint32; tipe: GLenum; ustride: int32;
                       vstride: int32; uorder: int32; vorder: int32; packed: bool;
                       points: pointer): void {.
cdecl, header: "<glew.h>", importc: "glMapControlPointsNV"
.}
proc mapParameterfvNV(target: GLenum; pname: GLenum; params: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glMapParameterfvNV"
.}
proc mapParameterivNV(target: GLenum; pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glMapParameterivNV"
.}
proc getMultisamplefvNV(pname: GLenum; index: uint32; val: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glGetMultisamplefvNV"
.}
proc sampleMaskIndexedNV(index: uint32; mask: uint32): void {.
cdecl, header: "<glew.h>", importc: "glSampleMaskIndexedNV"
.}
proc texRenderbufferNV(target: GLenum; renderbuffer: uint32): void {.
cdecl, header: "<glew.h>", importc: "glTexRenderbufferNV"
.}
proc deleteFencesNV(n: int32; fences: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glDeleteFencesNV"
.}
proc finishFenceNV(fence: uint32): void {.
cdecl, header: "<glew.h>", importc: "glFinishFenceNV"
.}
proc genFencesNV(n: int32; fences: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glGenFencesNV"
.}
proc getFenceivNV(fence: uint32; pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetFenceivNV"
.}
proc isFenceNV(fence: uint32): bool {.
cdecl, header: "<glew.h>", importc: "glIsFenceNV"
.}
proc setFenceNV(fence: uint32; condition: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glSetFenceNV"
.}
proc testFenceNV(fence: uint32): bool {.
cdecl, header: "<glew.h>", importc: "glTestFenceNV"
.}
proc fragmentCoverageColorNV(color: uint32): void {.
cdecl, header: "<glew.h>", importc: "glFragmentCoverageColorNV"
.}
proc getProgramNamedParameterdvNV(id: uint32; len: int32; name: ptr uint8;
                                 params: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glGetProgramNamedParameterdvNV"
.}
proc getProgramNamedParameterfvNV(id: uint32; len: int32; name: ptr uint8;
                                 params: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glGetProgramNamedParameterfvNV"
.}
proc programNamedParameter4dNV(id: uint32; len: int32; name: ptr uint8; x: float64;
                              y: float64; z: float64; w: float64): void {.
cdecl, header: "<glew.h>", importc: "glProgramNamedParameter4dNV"
.}
proc programNamedParameter4dvNV(id: uint32; len: int32; name: ptr uint8; v: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glProgramNamedParameter4dvNV"
.}
proc programNamedParameter4fNV(id: uint32; len: int32; name: ptr uint8; x: float32;
                              y: float32; z: float32; w: float32): void {.
cdecl, header: "<glew.h>", importc: "glProgramNamedParameter4fNV"
.}
proc programNamedParameter4fvNV(id: uint32; len: int32; name: ptr uint8; v: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glProgramNamedParameter4fvNV"
.}
proc blitFramebufferNV(srcX0: int32; srcY0: int32; srcX1: int32; srcY1: int32;
                      dstX0: int32; dstY0: int32; dstX1: int32; dstY1: int32;
                      mask: uint32; filter: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glBlitFramebufferNV"
.}
proc renderbufferStorageMultisampleNV(target: GLenum; samples: int32;
                                     internalformat: GLenum; width: int32;
                                     height: int32): void {.
cdecl, header: "<glew.h>", importc: "glRenderbufferStorageMultisampleNV"
.}
proc renderbufferStorageMultisampleCoverageNV(target: GLenum;
    coverageSamples: int32; colorSamples: int32; internalformat: GLenum; width: int32;
    height: int32): void {.
cdecl, header: "<glew.h>", importc: "glRenderbufferStorageMultisampleCoverageNV"
.}
proc programVertexLimitNV(target: GLenum; limit: int32): void {.
cdecl, header: "<glew.h>", importc: "glProgramVertexLimitNV"
.}
proc multicastBarrierNV(): void {.
cdecl, header: "<glew.h>", importc: "glMulticastBarrierNV"
.}
proc multicastBlitFramebufferNV(srcGpu: uint32; dstGpu: uint32; srcX0: int32;
                               srcY0: int32; srcX1: int32; srcY1: int32; dstX0: int32;
                               dstY0: int32; dstX1: int32; dstY1: int32; mask: uint32;
                               filter: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glMulticastBlitFramebufferNV"
.}
proc multicastBufferSubDataNV(gpuMask: uint32; buffer: uint32; offset: int32;
                             size: int32; data: pointer): void {.
cdecl, header: "<glew.h>", importc: "glMulticastBufferSubDataNV"
.}
proc multicastCopyBufferSubDataNV(readGpu: uint32; writeGpuMask: uint32;
                                 readBuffer: uint32; writeBuffer: uint32;
                                 readOffset: int32; writeOffset: int32; size: int32): void {.
cdecl, header: "<glew.h>", importc: "glMulticastCopyBufferSubDataNV"
.}
proc multicastCopyImageSubDataNV(srcGpu: uint32; dstGpuMask: uint32; srcName: uint32;
                                srcTarget: GLenum; srcLevel: int32; srcX: int32;
                                srcY: int32; srcZ: int32; dstName: uint32;
                                dstTarget: GLenum; dstLevel: int32; dstX: int32;
                                dstY: int32; dstZ: int32; srcWidth: int32;
                                srcHeight: int32; srcDepth: int32): void {.
cdecl, header: "<glew.h>", importc: "glMulticastCopyImageSubDataNV"
.}
proc multicastFramebufferSampleLocationsfvNV(gpu: uint32; framebuffer: uint32;
    start: uint32; count: int32; v: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glMulticastFramebufferSampleLocationsfvNV"
.}
proc multicastGetQueryObjecti64vNV(gpu: uint32; id: uint32; pname: GLenum;
                                  params: ptr int64): void {.
cdecl, header: "<glew.h>", importc: "glMulticastGetQueryObjecti64vNV"
.}
proc multicastGetQueryObjectivNV(gpu: uint32; id: uint32; pname: GLenum;
                                params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glMulticastGetQueryObjectivNV"
.}
proc multicastGetQueryObjectui64vNV(gpu: uint32; id: uint32; pname: GLenum;
                                   params: ptr uint64): void {.
cdecl, header: "<glew.h>", importc: "glMulticastGetQueryObjectui64vNV"
.}
proc multicastGetQueryObjectuivNV(gpu: uint32; id: uint32; pname: GLenum;
                                 params: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glMulticastGetQueryObjectuivNV"
.}
proc multicastWaitSyncNV(signalGpu: uint32; waitGpuMask: uint32): void {.
cdecl, header: "<glew.h>", importc: "glMulticastWaitSyncNV"
.}
proc renderGpuMaskNV(mask: uint32): void {.
cdecl, header: "<glew.h>", importc: "glRenderGpuMaskNV"
.}
proc programEnvParameterI4iNV(target: GLenum; index: uint32; x: int32; y: int32;
                             z: int32; w: int32): void {.
cdecl, header: "<glew.h>", importc: "glProgramEnvParameterI4iNV"
.}
proc programEnvParameterI4ivNV(target: GLenum; index: uint32; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glProgramEnvParameterI4ivNV"
.}
proc programEnvParameterI4uiNV(target: GLenum; index: uint32; x: uint32; y: uint32;
                              z: uint32; w: uint32): void {.
cdecl, header: "<glew.h>", importc: "glProgramEnvParameterI4uiNV"
.}
proc programEnvParameterI4uivNV(target: GLenum; index: uint32; params: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glProgramEnvParameterI4uivNV"
.}
proc programEnvParametersI4ivNV(target: GLenum; index: uint32; count: int32;
                               params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glProgramEnvParametersI4ivNV"
.}
proc programEnvParametersI4uivNV(target: GLenum; index: uint32; count: int32;
                                params: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glProgramEnvParametersI4uivNV"
.}
proc programLocalParameterI4iNV(target: GLenum; index: uint32; x: int32; y: int32;
                               z: int32; w: int32): void {.
cdecl, header: "<glew.h>", importc: "glProgramLocalParameterI4iNV"
.}
proc programLocalParameterI4ivNV(target: GLenum; index: uint32; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glProgramLocalParameterI4ivNV"
.}
proc programLocalParameterI4uiNV(target: GLenum; index: uint32; x: uint32; y: uint32;
                                z: uint32; w: uint32): void {.
cdecl, header: "<glew.h>", importc: "glProgramLocalParameterI4uiNV"
.}
proc programLocalParameterI4uivNV(target: GLenum; index: uint32; params: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glProgramLocalParameterI4uivNV"
.}
proc programLocalParametersI4ivNV(target: GLenum; index: uint32; count: int32;
                                 params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glProgramLocalParametersI4ivNV"
.}
proc programLocalParametersI4uivNV(target: GLenum; index: uint32; count: int32;
                                  params: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glProgramLocalParametersI4uivNV"
.}
proc getUniformi64vNV(program: uint32; location: int32; params: ptr int64): void {.
cdecl, header: "<glew.h>", importc: "glGetUniformi64vNV"
.}
proc getUniformui64vNV(program: uint32; location: int32; params: ptr uint64): void {.
cdecl, header: "<glew.h>", importc: "glGetUniformui64vNV"
.}
proc programUniform1i64NV(program: uint32; location: int32; x: int64): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniform1i64NV"
.}
proc programUniform1i64vNV(program: uint32; location: int32; count: int32;
                          value: ptr int64): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniform1i64vNV"
.}
proc programUniform1ui64NV(program: uint32; location: int32; x: uint64): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniform1ui64NV"
.}
proc programUniform1ui64vNV(program: uint32; location: int32; count: int32;
                           value: ptr uint64): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniform1ui64vNV"
.}
proc programUniform2i64NV(program: uint32; location: int32; x: int64; y: int64): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniform2i64NV"
.}
proc programUniform2i64vNV(program: uint32; location: int32; count: int32;
                          value: ptr int64): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniform2i64vNV"
.}
proc programUniform2ui64NV(program: uint32; location: int32; x: uint64; y: uint64): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniform2ui64NV"
.}
proc programUniform2ui64vNV(program: uint32; location: int32; count: int32;
                           value: ptr uint64): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniform2ui64vNV"
.}
proc programUniform3i64NV(program: uint32; location: int32; x: int64; y: int64; z: int64): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniform3i64NV"
.}
proc programUniform3i64vNV(program: uint32; location: int32; count: int32;
                          value: ptr int64): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniform3i64vNV"
.}
proc programUniform3ui64NV(program: uint32; location: int32; x: uint64; y: uint64;
                          z: uint64): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniform3ui64NV"
.}
proc programUniform3ui64vNV(program: uint32; location: int32; count: int32;
                           value: ptr uint64): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniform3ui64vNV"
.}
proc programUniform4i64NV(program: uint32; location: int32; x: int64; y: int64; z: int64;
                         w: int64): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniform4i64NV"
.}
proc programUniform4i64vNV(program: uint32; location: int32; count: int32;
                          value: ptr int64): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniform4i64vNV"
.}
proc programUniform4ui64NV(program: uint32; location: int32; x: uint64; y: uint64;
                          z: uint64; w: uint64): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniform4ui64NV"
.}
proc programUniform4ui64vNV(program: uint32; location: int32; count: int32;
                           value: ptr uint64): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniform4ui64vNV"
.}
proc uniform1i64NV(location: int32; x: int64): void {.
cdecl, header: "<glew.h>", importc: "glUniform1i64NV"
.}
proc uniform1i64vNV(location: int32; count: int32; value: ptr int64): void {.
cdecl, header: "<glew.h>", importc: "glUniform1i64vNV"
.}
proc uniform1ui64NV(location: int32; x: uint64): void {.
cdecl, header: "<glew.h>", importc: "glUniform1ui64NV"
.}
proc uniform1ui64vNV(location: int32; count: int32; value: ptr uint64): void {.
cdecl, header: "<glew.h>", importc: "glUniform1ui64vNV"
.}
proc uniform2i64NV(location: int32; x: int64; y: int64): void {.
cdecl, header: "<glew.h>", importc: "glUniform2i64NV"
.}
proc uniform2i64vNV(location: int32; count: int32; value: ptr int64): void {.
cdecl, header: "<glew.h>", importc: "glUniform2i64vNV"
.}
proc uniform2ui64NV(location: int32; x: uint64; y: uint64): void {.
cdecl, header: "<glew.h>", importc: "glUniform2ui64NV"
.}
proc uniform2ui64vNV(location: int32; count: int32; value: ptr uint64): void {.
cdecl, header: "<glew.h>", importc: "glUniform2ui64vNV"
.}
proc uniform3i64NV(location: int32; x: int64; y: int64; z: int64): void {.
cdecl, header: "<glew.h>", importc: "glUniform3i64NV"
.}
proc uniform3i64vNV(location: int32; count: int32; value: ptr int64): void {.
cdecl, header: "<glew.h>", importc: "glUniform3i64vNV"
.}
proc uniform3ui64NV(location: int32; x: uint64; y: uint64; z: uint64): void {.
cdecl, header: "<glew.h>", importc: "glUniform3ui64NV"
.}
proc uniform3ui64vNV(location: int32; count: int32; value: ptr uint64): void {.
cdecl, header: "<glew.h>", importc: "glUniform3ui64vNV"
.}
proc uniform4i64NV(location: int32; x: int64; y: int64; z: int64; w: int64): void {.
cdecl, header: "<glew.h>", importc: "glUniform4i64NV"
.}
proc uniform4i64vNV(location: int32; count: int32; value: ptr int64): void {.
cdecl, header: "<glew.h>", importc: "glUniform4i64vNV"
.}
proc uniform4ui64NV(location: int32; x: uint64; y: uint64; z: uint64; w: uint64): void {.
cdecl, header: "<glew.h>", importc: "glUniform4ui64NV"
.}
proc uniform4ui64vNV(location: int32; count: int32; value: ptr uint64): void {.
cdecl, header: "<glew.h>", importc: "glUniform4ui64vNV"
.}
proc color3hNV(red: uint16; green: uint16; blue: uint16): void {.
cdecl, header: "<glew.h>", importc: "glColor3hNV"
.}
proc color3hvNV(v: ptr uint16): void {.
cdecl, header: "<glew.h>", importc: "glColor3hvNV"
.}
proc color4hNV(red: uint16; green: uint16; blue: uint16; alpha: uint16): void {.
cdecl, header: "<glew.h>", importc: "glColor4hNV"
.}
proc color4hvNV(v: ptr uint16): void {.
cdecl, header: "<glew.h>", importc: "glColor4hvNV"
.}
proc fogCoordhNV(fog: uint16): void {.
cdecl, header: "<glew.h>", importc: "glFogCoordhNV"
.}
proc fogCoordhvNV(fog: ptr uint16): void {.
cdecl, header: "<glew.h>", importc: "glFogCoordhvNV"
.}
proc multiTexCoord1hNV(target: GLenum; s: uint16): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexCoord1hNV"
.}
proc multiTexCoord1hvNV(target: GLenum; v: ptr uint16): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexCoord1hvNV"
.}
proc multiTexCoord2hNV(target: GLenum; s: uint16; t: uint16): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexCoord2hNV"
.}
proc multiTexCoord2hvNV(target: GLenum; v: ptr uint16): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexCoord2hvNV"
.}
proc multiTexCoord3hNV(target: GLenum; s: uint16; t: uint16; r: uint16): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexCoord3hNV"
.}
proc multiTexCoord3hvNV(target: GLenum; v: ptr uint16): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexCoord3hvNV"
.}
proc multiTexCoord4hNV(target: GLenum; s: uint16; t: uint16; r: uint16; q: uint16): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexCoord4hNV"
.}
proc multiTexCoord4hvNV(target: GLenum; v: ptr uint16): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexCoord4hvNV"
.}
proc normal3hNV(nx: uint16; ny: uint16; nz: uint16): void {.
cdecl, header: "<glew.h>", importc: "glNormal3hNV"
.}
proc normal3hvNV(v: ptr uint16): void {.
cdecl, header: "<glew.h>", importc: "glNormal3hvNV"
.}
proc secondaryColor3hNV(red: uint16; green: uint16; blue: uint16): void {.
cdecl, header: "<glew.h>", importc: "glSecondaryColor3hNV"
.}
proc secondaryColor3hvNV(v: ptr uint16): void {.
cdecl, header: "<glew.h>", importc: "glSecondaryColor3hvNV"
.}
proc texCoord1hNV(s: uint16): void {.
cdecl, header: "<glew.h>", importc: "glTexCoord1hNV"
.}
proc texCoord1hvNV(v: ptr uint16): void {.
cdecl, header: "<glew.h>", importc: "glTexCoord1hvNV"
.}
proc texCoord2hNV(s: uint16; t: uint16): void {.
cdecl, header: "<glew.h>", importc: "glTexCoord2hNV"
.}
proc texCoord2hvNV(v: ptr uint16): void {.
cdecl, header: "<glew.h>", importc: "glTexCoord2hvNV"
.}
proc texCoord3hNV(s: uint16; t: uint16; r: uint16): void {.
cdecl, header: "<glew.h>", importc: "glTexCoord3hNV"
.}
proc texCoord3hvNV(v: ptr uint16): void {.
cdecl, header: "<glew.h>", importc: "glTexCoord3hvNV"
.}
proc texCoord4hNV(s: uint16; t: uint16; r: uint16; q: uint16): void {.
cdecl, header: "<glew.h>", importc: "glTexCoord4hNV"
.}
proc texCoord4hvNV(v: ptr uint16): void {.
cdecl, header: "<glew.h>", importc: "glTexCoord4hvNV"
.}
proc vertex2hNV(x: uint16; y: uint16): void {.
cdecl, header: "<glew.h>", importc: "glVertex2hNV"
.}
proc vertex2hvNV(v: ptr uint16): void {.
cdecl, header: "<glew.h>", importc: "glVertex2hvNV"
.}
proc vertex3hNV(x: uint16; y: uint16; z: uint16): void {.
cdecl, header: "<glew.h>", importc: "glVertex3hNV"
.}
proc vertex3hvNV(v: ptr uint16): void {.
cdecl, header: "<glew.h>", importc: "glVertex3hvNV"
.}
proc vertex4hNV(x: uint16; y: uint16; z: uint16; w: uint16): void {.
cdecl, header: "<glew.h>", importc: "glVertex4hNV"
.}
proc vertex4hvNV(v: ptr uint16): void {.
cdecl, header: "<glew.h>", importc: "glVertex4hvNV"
.}
proc vertexAttrib1hNV(index: uint32; x: uint16): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib1hNV"
.}
proc vertexAttrib1hvNV(index: uint32; v: ptr uint16): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib1hvNV"
.}
proc vertexAttrib2hNV(index: uint32; x: uint16; y: uint16): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib2hNV"
.}
proc vertexAttrib2hvNV(index: uint32; v: ptr uint16): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib2hvNV"
.}
proc vertexAttrib3hNV(index: uint32; x: uint16; y: uint16; z: uint16): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib3hNV"
.}
proc vertexAttrib3hvNV(index: uint32; v: ptr uint16): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib3hvNV"
.}
proc vertexAttrib4hNV(index: uint32; x: uint16; y: uint16; z: uint16; w: uint16): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib4hNV"
.}
proc vertexAttrib4hvNV(index: uint32; v: ptr uint16): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib4hvNV"
.}
proc vertexAttribs1hvNV(index: uint32; n: int32; v: ptr uint16): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribs1hvNV"
.}
proc vertexAttribs2hvNV(index: uint32; n: int32; v: ptr uint16): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribs2hvNV"
.}
proc vertexAttribs3hvNV(index: uint32; n: int32; v: ptr uint16): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribs3hvNV"
.}
proc vertexAttribs4hvNV(index: uint32; n: int32; v: ptr uint16): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribs4hvNV"
.}
proc vertexWeighthNV(weight: uint16): void {.
cdecl, header: "<glew.h>", importc: "glVertexWeighthNV"
.}
proc vertexWeighthvNV(weight: ptr uint16): void {.
cdecl, header: "<glew.h>", importc: "glVertexWeighthvNV"
.}
proc vertexAttribDivisorNV(index: uint32; divisor: uint32): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribDivisorNV"
.}
proc getInternalformatSampleivNV(target: GLenum; internalformat: GLenum;
                                samples: int32; pname: GLenum; bufSize: int32;
                                params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetInternalformatSampleivNV"
.}
proc uniformMatrix2x3fvNV(location: int32; count: int32; transpose: bool;
                         value: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glUniformMatrix2x3fvNV"
.}
proc uniformMatrix2x4fvNV(location: int32; count: int32; transpose: bool;
                         value: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glUniformMatrix2x4fvNV"
.}
proc uniformMatrix3x2fvNV(location: int32; count: int32; transpose: bool;
                         value: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glUniformMatrix3x2fvNV"
.}
proc uniformMatrix3x4fvNV(location: int32; count: int32; transpose: bool;
                         value: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glUniformMatrix3x4fvNV"
.}
proc uniformMatrix4x2fvNV(location: int32; count: int32; transpose: bool;
                         value: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glUniformMatrix4x2fvNV"
.}
proc uniformMatrix4x3fvNV(location: int32; count: int32; transpose: bool;
                         value: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glUniformMatrix4x3fvNV"
.}
proc beginOcclusionQueryNV(id: uint32): void {.
cdecl, header: "<glew.h>", importc: "glBeginOcclusionQueryNV"
.}
proc deleteOcclusionQueriesNV(n: int32; ids: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glDeleteOcclusionQueriesNV"
.}
proc endOcclusionQueryNV(): void {.
cdecl, header: "<glew.h>", importc: "glEndOcclusionQueryNV"
.}
proc genOcclusionQueriesNV(n: int32; ids: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glGenOcclusionQueriesNV"
.}
proc getOcclusionQueryivNV(id: uint32; pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetOcclusionQueryivNV"
.}
proc getOcclusionQueryuivNV(id: uint32; pname: GLenum; params: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glGetOcclusionQueryuivNV"
.}
proc isOcclusionQueryNV(id: uint32): bool {.
cdecl, header: "<glew.h>", importc: "glIsOcclusionQueryNV"
.}
proc programBufferParametersIivNV(target: GLenum; buffer: uint32; index: uint32;
                                 count: int32; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glProgramBufferParametersIivNV"
.}
proc programBufferParametersIuivNV(target: GLenum; buffer: uint32; index: uint32;
                                  count: int32; params: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glProgramBufferParametersIuivNV"
.}
proc programBufferParametersfvNV(target: GLenum; buffer: uint32; index: uint32;
                                count: int32; params: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glProgramBufferParametersfvNV"
.}
proc copyPathNV(resultPath: uint32; srcPath: uint32): void {.
cdecl, header: "<glew.h>", importc: "glCopyPathNV"
.}
proc coverFillPathInstancedNV(numPaths: int32; pathNameType: GLenum; paths: pointer;
                             pathBase: uint32; coverMode: GLenum;
                             transformType: GLenum; transformValues: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glCoverFillPathInstancedNV"
.}
proc coverFillPathNV(path: uint32; coverMode: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glCoverFillPathNV"
.}
proc coverStrokePathInstancedNV(numPaths: int32; pathNameType: GLenum;
                               paths: pointer; pathBase: uint32; coverMode: GLenum;
                               transformType: GLenum; transformValues: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glCoverStrokePathInstancedNV"
.}
proc coverStrokePathNV(path: uint32; coverMode: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glCoverStrokePathNV"
.}
proc deletePathsNV(path: uint32; rangee: int32): void {.
cdecl, header: "<glew.h>", importc: "glDeletePathsNV"
.}
proc genPathsNV(rangee: int32): uint32 {.
cdecl, header: "<glew.h>", importc: "glGenPathsNV"
.}
proc getPathColorGenfvNV(color: GLenum; pname: GLenum; value: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glGetPathColorGenfvNV"
.}
proc getPathColorGenivNV(color: GLenum; pname: GLenum; value: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetPathColorGenivNV"
.}
proc getPathCommandsNV(path: uint32; commands: ptr uint8): void {.
cdecl, header: "<glew.h>", importc: "glGetPathCommandsNV"
.}
proc getPathCoordsNV(path: uint32; coords: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glGetPathCoordsNV"
.}
proc getPathDashArrayNV(path: uint32; dashArray: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glGetPathDashArrayNV"
.}
proc getPathLengthNV(path: uint32; startSegment: int32; numSegments: int32): float32 {.
cdecl, header: "<glew.h>", importc: "glGetPathLengthNV"
.}
proc getPathMetricRangeNV(metricQueryMask: uint32; firstPathName: uint32;
                         numPaths: int32; stride: int32; metrics: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glGetPathMetricRangeNV"
.}
proc getPathMetricsNV(metricQueryMask: uint32; numPaths: int32; pathNameType: GLenum;
                     paths: pointer; pathBase: uint32; stride: int32;
                     metrics: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glGetPathMetricsNV"
.}
proc getPathParameterfvNV(path: uint32; pname: GLenum; value: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glGetPathParameterfvNV"
.}
proc getPathParameterivNV(path: uint32; pname: GLenum; value: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetPathParameterivNV"
.}
proc getPathSpacingNV(pathListMode: GLenum; numPaths: int32; pathNameType: GLenum;
                     paths: pointer; pathBase: uint32; advanceScale: float32;
                     kerningScale: float32; transformType: GLenum;
                     returnedSpacing: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glGetPathSpacingNV"
.}
proc getPathTexGenfvNV(texCoordSet: GLenum; pname: GLenum; value: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glGetPathTexGenfvNV"
.}
proc getPathTexGenivNV(texCoordSet: GLenum; pname: GLenum; value: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetPathTexGenivNV"
.}
proc getProgramResourcefvNV(program: uint32; programInterface: GLenum; index: uint32;
                           propCount: int32; props: ptr GLenum; bufSize: int32;
                           length: ptr int32; params: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glGetProgramResourcefvNV"
.}
proc interpolatePathsNV(resultPath: uint32; pathA: uint32; pathB: uint32;
                       weight: float32): void {.
cdecl, header: "<glew.h>", importc: "glInterpolatePathsNV"
.}
proc isPathNV(path: uint32): bool {.
cdecl, header: "<glew.h>", importc: "glIsPathNV"
.}
proc isPointInFillPathNV(path: uint32; mask: uint32; x: float32; y: float32): bool {.
cdecl, header: "<glew.h>", importc: "glIsPointInFillPathNV"
.}
proc isPointInStrokePathNV(path: uint32; x: float32; y: float32): bool {.
cdecl, header: "<glew.h>", importc: "glIsPointInStrokePathNV"
.}
proc matrixLoad3x2fNV(matrixMode: GLenum; m: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glMatrixLoad3x2fNV"
.}
proc matrixLoad3x3fNV(matrixMode: GLenum; m: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glMatrixLoad3x3fNV"
.}
proc matrixLoadTranspose3x3fNV(matrixMode: GLenum; m: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glMatrixLoadTranspose3x3fNV"
.}
proc matrixMult3x2fNV(matrixMode: GLenum; m: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glMatrixMult3x2fNV"
.}
proc matrixMult3x3fNV(matrixMode: GLenum; m: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glMatrixMult3x3fNV"
.}
proc matrixMultTranspose3x3fNV(matrixMode: GLenum; m: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glMatrixMultTranspose3x3fNV"
.}
proc pathColorGenNV(color: GLenum; genMode: GLenum; colorFormat: GLenum;
                   coeffs: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glPathColorGenNV"
.}
proc pathCommandsNV(path: uint32; numCommands: int32; commands: ptr uint8;
                   numCoords: int32; coordType: GLenum; coords: pointer): void {.
cdecl, header: "<glew.h>", importc: "glPathCommandsNV"
.}
proc pathCoordsNV(path: uint32; numCoords: int32; coordType: GLenum; coords: pointer): void {.
cdecl, header: "<glew.h>", importc: "glPathCoordsNV"
.}
proc pathCoverDepthFuncNV(zfunc: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glPathCoverDepthFuncNV"
.}
proc pathDashArrayNV(path: uint32; dashCount: int32; dashArray: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glPathDashArrayNV"
.}
proc pathFogGenNV(genMode: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glPathFogGenNV"
.}
proc pathGlyphIndexArrayNV(firstPathName: uint32; fontTarget: GLenum;
                          fontName: pointer; fontStyle: uint32;
                          firstGlyphIndex: uint32; numGlyphs: int32;
                          pathParameterTemplate: uint32; emScale: float32): GLenum {.
cdecl, header: "<glew.h>", importc: "glPathGlyphIndexArrayNV"
.}
proc pathGlyphIndexRangeNV(fontTarget: GLenum; fontName: pointer; fontStyle: uint32;
                          pathParameterTemplate: uint32; emScale: float32;
                          baseAndCount: ptr uint32): GLenum {.
cdecl, header: "<glew.h>", importc: "glPathGlyphIndexRangeNV"
.}
proc pathGlyphRangeNV(firstPathName: uint32; fontTarget: GLenum; fontName: pointer;
                     fontStyle: uint32; firstGlyph: uint32; numGlyphs: int32;
                     handleMissingGlyphs: GLenum; pathParameterTemplate: uint32;
                     emScale: float32): void {.
cdecl, header: "<glew.h>", importc: "glPathGlyphRangeNV"
.}
proc pathGlyphsNV(firstPathName: uint32; fontTarget: GLenum; fontName: pointer;
                 fontStyle: uint32; numGlyphs: int32; tipe: GLenum;
                 charcodes: pointer; handleMissingGlyphs: GLenum;
                 pathParameterTemplate: uint32; emScale: float32): void {.
cdecl, header: "<glew.h>", importc: "glPathGlyphsNV"
.}
proc pathMemoryGlyphIndexArrayNV(firstPathName: uint32; fontTarget: GLenum;
                                fontSize: int32; fontData: pointer;
                                faceIndex: int32; firstGlyphIndex: uint32;
                                numGlyphs: int32; pathParameterTemplate: uint32;
                                emScale: float32): GLenum {.
cdecl, header: "<glew.h>", importc: "glPathMemoryGlyphIndexArrayNV"
.}
proc pathParameterfNV(path: uint32; pname: GLenum; value: float32): void {.
cdecl, header: "<glew.h>", importc: "glPathParameterfNV"
.}
proc pathParameterfvNV(path: uint32; pname: GLenum; value: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glPathParameterfvNV"
.}
proc pathParameteriNV(path: uint32; pname: GLenum; value: int32): void {.
cdecl, header: "<glew.h>", importc: "glPathParameteriNV"
.}
proc pathParameterivNV(path: uint32; pname: GLenum; value: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glPathParameterivNV"
.}
proc pathStencilDepthOffsetNV(factor: float32; units: float32): void {.
cdecl, header: "<glew.h>", importc: "glPathStencilDepthOffsetNV"
.}
proc pathStencilFuncNV(fun: GLenum; reff: int32; mask: uint32): void {.
cdecl, header: "<glew.h>", importc: "glPathStencilFuncNV"
.}
proc pathStringNV(path: uint32; format: GLenum; length: int32; pathString: pointer): void {.
cdecl, header: "<glew.h>", importc: "glPathStringNV"
.}
proc pathSubCommandsNV(path: uint32; commandStart: int32; commandsToDelete: int32;
                      numCommands: int32; commands: ptr uint8; numCoords: int32;
                      coordType: GLenum; coords: pointer): void {.
cdecl, header: "<glew.h>", importc: "glPathSubCommandsNV"
.}
proc pathSubCoordsNV(path: uint32; coordStart: int32; numCoords: int32;
                    coordType: GLenum; coords: pointer): void {.
cdecl, header: "<glew.h>", importc: "glPathSubCoordsNV"
.}
proc pathTexGenNV(texCoordSet: GLenum; genMode: GLenum; components: int32;
                 coeffs: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glPathTexGenNV"
.}
proc pointAlongPathNV(path: uint32; startSegment: int32; numSegments: int32;
                     distance: float32; x: ptr float32; y: ptr float32;
                     tangentX: ptr float32; tangentY: ptr float32): bool {.
cdecl, header: "<glew.h>", importc: "glPointAlongPathNV"
.}
proc programPathFragmentInputGenNV(program: uint32; location: int32; genMode: GLenum;
                                  components: int32; coeffs: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glProgramPathFragmentInputGenNV"
.}
proc stencilFillPathInstancedNV(numPaths: int32; pathNameType: GLenum;
                               paths: pointer; pathBase: uint32; fillMode: GLenum;
                               mask: uint32; transformType: GLenum;
                               transformValues: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glStencilFillPathInstancedNV"
.}
proc stencilFillPathNV(path: uint32; fillMode: GLenum; mask: uint32): void {.
cdecl, header: "<glew.h>", importc: "glStencilFillPathNV"
.}
proc stencilStrokePathInstancedNV(numPaths: int32; pathNameType: GLenum;
                                 paths: pointer; pathBase: uint32; reference: int32;
                                 mask: uint32; transformType: GLenum;
                                 transformValues: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glStencilStrokePathInstancedNV"
.}
proc stencilStrokePathNV(path: uint32; reference: int32; mask: uint32): void {.
cdecl, header: "<glew.h>", importc: "glStencilStrokePathNV"
.}
proc stencilThenCoverFillPathInstancedNV(numPaths: int32; pathNameType: GLenum;
                                        paths: pointer; pathBase: uint32;
                                        fillMode: GLenum; mask: uint32;
                                        coverMode: GLenum; transformType: GLenum;
                                        transformValues: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glStencilThenCoverFillPathInstancedNV"
.}
proc stencilThenCoverFillPathNV(path: uint32; fillMode: GLenum; mask: uint32;
                               coverMode: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glStencilThenCoverFillPathNV"
.}
proc stencilThenCoverStrokePathInstancedNV(numPaths: int32; pathNameType: GLenum;
    paths: pointer; pathBase: uint32; reference: int32; mask: uint32; coverMode: GLenum;
    transformType: GLenum; transformValues: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glStencilThenCoverStrokePathInstancedNV"
.}
proc stencilThenCoverStrokePathNV(path: uint32; reference: int32; mask: uint32;
                                 coverMode: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glStencilThenCoverStrokePathNV"
.}
proc transformPathNV(resultPath: uint32; srcPath: uint32; transformType: GLenum;
                    transformValues: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glTransformPathNV"
.}
proc weightPathsNV(resultPath: uint32; numPaths: int32; paths: ptr uint32;
                  weights: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glWeightPathsNV"
.}
proc flushPixelDataRangeNV(target: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glFlushPixelDataRangeNV"
.}
proc pixelDataRangeNV(target: GLenum; length: int32; poynter: pointer): void {.
cdecl, header: "<glew.h>", importc: "glPixelDataRangeNV"
.}
proc pointParameteriNV(pname: GLenum; param: int32): void {.
cdecl, header: "<glew.h>", importc: "glPointParameteriNV"
.}
proc pointParameterivNV(pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glPointParameterivNV"
.}
proc polygonModeNV(face: GLenum; mode: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glPolygonModeNV"
.}
proc getVideoi64vNV(video_slot: uint32; pname: GLenum; params: ptr int64): void {.
cdecl, header: "<glew.h>", importc: "glGetVideoi64vNV"
.}
proc getVideoivNV(video_slot: uint32; pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetVideoivNV"
.}
proc getVideoui64vNV(video_slot: uint32; pname: GLenum; params: ptr uint64): void {.
cdecl, header: "<glew.h>", importc: "glGetVideoui64vNV"
.}
proc getVideouivNV(video_slot: uint32; pname: GLenum; params: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glGetVideouivNV"
.}
proc presentFrameDualFillNV(video_slot: uint32; minPresentTime: uint64;
                           beginPresentTimeId: uint32; presentDurationId: uint32;
                           tipe: GLenum; target0: GLenum; fill0: uint32;
                           target1: GLenum; fill1: uint32; target2: GLenum;
                           fill2: uint32; target3: GLenum; fill3: uint32): void {.
cdecl, header: "<glew.h>", importc: "glPresentFrameDualFillNV"
.}
proc presentFrameKeyedNV(video_slot: uint32; minPresentTime: uint64;
                        beginPresentTimeId: uint32; presentDurationId: uint32;
                        tipe: GLenum; target0: GLenum; fill0: uint32; key0: uint32;
                        target1: GLenum; fill1: uint32; key1: uint32): void {.
cdecl, header: "<glew.h>", importc: "glPresentFrameKeyedNV"
.}
proc primitiveRestartIndexNV(index: uint32): void {.
cdecl, header: "<glew.h>", importc: "glPrimitiveRestartIndexNV"
.}
proc primitiveRestartNV(): void {.
cdecl, header: "<glew.h>", importc: "glPrimitiveRestartNV"
.}
proc combinerInputNV(stage: GLenum; portion: GLenum; variable: GLenum; input: GLenum;
                    mapping: GLenum; componentUsage: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glCombinerInputNV"
.}
proc combinerOutputNV(stage: GLenum; portion: GLenum; abOutput: GLenum;
                     cdOutput: GLenum; sumOutput: GLenum; scale: GLenum; bias: GLenum;
                     abDotProduct: bool; cdDotProduct: bool; muxSum: bool): void {.
cdecl, header: "<glew.h>", importc: "glCombinerOutputNV"
.}
proc combinerParameterfNV(pname: GLenum; param: float32): void {.
cdecl, header: "<glew.h>", importc: "glCombinerParameterfNV"
.}
proc combinerParameterfvNV(pname: GLenum; params: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glCombinerParameterfvNV"
.}
proc combinerParameteriNV(pname: GLenum; param: int32): void {.
cdecl, header: "<glew.h>", importc: "glCombinerParameteriNV"
.}
proc combinerParameterivNV(pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glCombinerParameterivNV"
.}
proc finalCombinerInputNV(variable: GLenum; input: GLenum; mapping: GLenum;
                         componentUsage: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glFinalCombinerInputNV"
.}
proc getCombinerInputParameterfvNV(stage: GLenum; portion: GLenum; variable: GLenum;
                                  pname: GLenum; params: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glGetCombinerInputParameterfvNV"
.}
proc getCombinerInputParameterivNV(stage: GLenum; portion: GLenum; variable: GLenum;
                                  pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetCombinerInputParameterivNV"
.}
proc getCombinerOutputParameterfvNV(stage: GLenum; portion: GLenum; pname: GLenum;
                                   params: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glGetCombinerOutputParameterfvNV"
.}
proc getCombinerOutputParameterivNV(stage: GLenum; portion: GLenum; pname: GLenum;
                                   params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetCombinerOutputParameterivNV"
.}
proc getFinalCombinerInputParameterfvNV(variable: GLenum; pname: GLenum;
                                       params: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glGetFinalCombinerInputParameterfvNV"
.}
proc getFinalCombinerInputParameterivNV(variable: GLenum; pname: GLenum;
                                       params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetFinalCombinerInputParameterivNV"
.}
proc combinerStageParameterfvNV(stage: GLenum; pname: GLenum; params: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glCombinerStageParameterfvNV"
.}
proc getCombinerStageParameterfvNV(stage: GLenum; pname: GLenum; params: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glGetCombinerStageParameterfvNV"
.}
proc framebufferSampleLocationsfvNV(target: GLenum; start: uint32; count: int32;
                                   v: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glFramebufferSampleLocationsfvNV"
.}
proc namedFramebufferSampleLocationsfvNV(framebuffer: uint32; start: uint32;
                                        count: int32; v: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glNamedFramebufferSampleLocationsfvNV"
.}
proc getBufferParameterui64vNV(target: GLenum; pname: GLenum; params: ptr uint64): void {.
cdecl, header: "<glew.h>", importc: "glGetBufferParameterui64vNV"
.}
proc getIntegerui64vNV(value: GLenum; result: ptr uint64): void {.
cdecl, header: "<glew.h>", importc: "glGetIntegerui64vNV"
.}
proc getNamedBufferParameterui64vNV(buffer: uint32; pname: GLenum; params: ptr uint64): void {.
cdecl, header: "<glew.h>", importc: "glGetNamedBufferParameterui64vNV"
.}
proc isBufferResidentNV(target: GLenum): bool {.
cdecl, header: "<glew.h>", importc: "glIsBufferResidentNV"
.}
proc isNamedBufferResidentNV(buffer: uint32): bool {.
cdecl, header: "<glew.h>", importc: "glIsNamedBufferResidentNV"
.}
proc makeBufferNonResidentNV(target: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glMakeBufferNonResidentNV"
.}
proc makeBufferResidentNV(target: GLenum; access: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glMakeBufferResidentNV"
.}
proc makeNamedBufferNonResidentNV(buffer: uint32): void {.
cdecl, header: "<glew.h>", importc: "glMakeNamedBufferNonResidentNV"
.}
proc makeNamedBufferResidentNV(buffer: uint32; access: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glMakeNamedBufferResidentNV"
.}
proc programUniformui64NV(program: uint32; location: int32; value: uint64): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniformui64NV"
.}
proc programUniformui64vNV(program: uint32; location: int32; count: int32;
                          value: ptr uint64): void {.
cdecl, header: "<glew.h>", importc: "glProgramUniformui64vNV"
.}
proc uniformui64NV(location: int32; value: uint64): void {.
cdecl, header: "<glew.h>", importc: "glUniformui64NV"
.}
proc uniformui64vNV(location: int32; count: int32; value: ptr uint64): void {.
cdecl, header: "<glew.h>", importc: "glUniformui64vNV"
.}
proc compressedTexImage3DNV(target: GLenum; level: int32; internalformat: GLenum;
                           width: int32; height: int32; depth: int32; border: int32;
                           imageSize: int32; data: pointer): void {.
cdecl, header: "<glew.h>", importc: "glCompressedTexImage3DNV"
.}
proc compressedTexSubImage3DNV(target: GLenum; level: int32; xoffset: int32;
                              yoffset: int32; zoffset: int32; width: int32;
                              height: int32; depth: int32; format: GLenum;
                              imageSize: int32; data: pointer): void {.
cdecl, header: "<glew.h>", importc: "glCompressedTexSubImage3DNV"
.}
proc copyTexSubImage3DNV(target: GLenum; level: int32; xoffset: int32; yoffset: int32;
                        zoffset: int32; x: int32; y: int32; width: int32; height: int32): void {.
cdecl, header: "<glew.h>", importc: "glCopyTexSubImage3DNV"
.}
proc framebufferTextureLayerNV(target: GLenum; attachment: GLenum; texture: uint32;
                              level: int32; layer: int32): void {.
cdecl, header: "<glew.h>", importc: "glFramebufferTextureLayerNV"
.}
proc texImage3DNV(target: GLenum; level: int32; internalFormat: GLenum; width: int32;
                 height: int32; depth: int32; border: int32; format: GLenum;
                 tipe: GLenum; pixels: pointer): void {.
cdecl, header: "<glew.h>", importc: "glTexImage3DNV"
.}
proc texSubImage3DNV(target: GLenum; level: int32; xoffset: int32; yoffset: int32;
                    zoffset: int32; width: int32; height: int32; depth: int32;
                    format: GLenum; tipe: GLenum; pixels: pointer): void {.
cdecl, header: "<glew.h>", importc: "glTexSubImage3DNV"
.}
proc textureBarrierNV(): void {.
cdecl, header: "<glew.h>", importc: "glTextureBarrierNV"
.}
proc texImage2DMultisampleCoverageNV(target: GLenum; coverageSamples: int32;
                                    colorSamples: int32; internalFormat: int32;
                                    width: int32; height: int32;
                                    fixedSampleLocations: bool): void {.
cdecl, header: "<glew.h>", importc: "glTexImage2DMultisampleCoverageNV"
.}
proc texImage3DMultisampleCoverageNV(target: GLenum; coverageSamples: int32;
                                    colorSamples: int32; internalFormat: int32;
                                    width: int32; height: int32; depth: int32;
                                    fixedSampleLocations: bool): void {.
cdecl, header: "<glew.h>", importc: "glTexImage3DMultisampleCoverageNV"
.}
proc textureImage2DMultisampleCoverageNV(texture: uint32; target: GLenum;
                                        coverageSamples: int32;
                                        colorSamples: int32;
                                        internalFormat: int32; width: int32;
                                        height: int32; fixedSampleLocations: bool): void {.
cdecl, header: "<glew.h>", importc: "glTextureImage2DMultisampleCoverageNV"
.}
proc textureImage2DMultisampleNV(texture: uint32; target: GLenum; samples: int32;
                                internalFormat: int32; width: int32; height: int32;
                                fixedSampleLocations: bool): void {.
cdecl, header: "<glew.h>", importc: "glTextureImage2DMultisampleNV"
.}
proc textureImage3DMultisampleCoverageNV(texture: uint32; target: GLenum;
                                        coverageSamples: int32;
                                        colorSamples: int32;
                                        internalFormat: int32; width: int32;
                                        height: int32; depth: int32;
                                        fixedSampleLocations: bool): void {.
cdecl, header: "<glew.h>", importc: "glTextureImage3DMultisampleCoverageNV"
.}
proc textureImage3DMultisampleNV(texture: uint32; target: GLenum; samples: int32;
                                internalFormat: int32; width: int32; height: int32;
                                depth: int32; fixedSampleLocations: bool): void {.
cdecl, header: "<glew.h>", importc: "glTextureImage3DMultisampleNV"
.}
proc activeVaryingNV(program: uint32; name: cstring): void {.
cdecl, header: "<glew.h>", importc: "glActiveVaryingNV"
.}
proc beginTransformFeedbackNV(primitiveMode: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glBeginTransformFeedbackNV"
.}
proc bindBufferBaseNV(target: GLenum; index: uint32; buffer: uint32): void {.
cdecl, header: "<glew.h>", importc: "glBindBufferBaseNV"
.}
proc bindBufferOffsetNV(target: GLenum; index: uint32; buffer: uint32; offset: int32): void {.
cdecl, header: "<glew.h>", importc: "glBindBufferOffsetNV"
.}
proc bindBufferRangeNV(target: GLenum; index: uint32; buffer: uint32; offset: int32;
                      size: int32): void {.
cdecl, header: "<glew.h>", importc: "glBindBufferRangeNV"
.}
proc endTransformFeedbackNV(): void {.
cdecl, header: "<glew.h>", importc: "glEndTransformFeedbackNV"
.}
proc getActiveVaryingNV(program: uint32; index: uint32; bufSize: int32;
                       length: ptr int32; size: ptr int32; tipe: ptr GLenum;
                       name: ptr char): void {.
cdecl, header: "<glew.h>", importc: "glGetActiveVaryingNV"
.}
proc getTransformFeedbackVaryingNV(program: uint32; index: uint32;
                                  location: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetTransformFeedbackVaryingNV"
.}
proc getVaryingLocationNV(program: uint32; name: cstring): int32 {.
cdecl, header: "<glew.h>", importc: "glGetVaryingLocationNV"
.}
proc transformFeedbackAttribsNV(count: uint32; attribs: ptr int32; bufferMode: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glTransformFeedbackAttribsNV"
.}
proc transformFeedbackVaryingsNV(program: uint32; count: int32; locations: ptr int32;
                                bufferMode: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glTransformFeedbackVaryingsNV"
.}
proc bindTransformFeedbackNV(target: GLenum; id: uint32): void {.
cdecl, header: "<glew.h>", importc: "glBindTransformFeedbackNV"
.}
proc deleteTransformFeedbacksNV(n: int32; ids: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glDeleteTransformFeedbacksNV"
.}
proc drawTransformFeedbackNV(mode: GLenum; id: uint32): void {.
cdecl, header: "<glew.h>", importc: "glDrawTransformFeedbackNV"
.}
proc genTransformFeedbacksNV(n: int32; ids: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glGenTransformFeedbacksNV"
.}
proc isTransformFeedbackNV(id: uint32): bool {.
cdecl, header: "<glew.h>", importc: "glIsTransformFeedbackNV"
.}
proc pauseTransformFeedbackNV(): void {.
cdecl, header: "<glew.h>", importc: "glPauseTransformFeedbackNV"
.}
proc resumeTransformFeedbackNV(): void {.
cdecl, header: "<glew.h>", importc: "glResumeTransformFeedbackNV"
.}
proc vDPAUFiniNV(): void {.
cdecl, header: "<glew.h>", importc: "glVDPAUFiniNV"
.}
proc vDPAUGetSurfaceivNV(surface: int32; pname: GLenum; bufSize: int32;
                        length: ptr int32; values: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glVDPAUGetSurfaceivNV"
.}
proc vDPAUInitNV(vdpDevice: pointer; getProcAddress: pointer): void {.
cdecl, header: "<glew.h>", importc: "glVDPAUInitNV"
.}
proc vDPAUIsSurfaceNV(surface: int32): void {.
cdecl, header: "<glew.h>", importc: "glVDPAUIsSurfaceNV"
.}
proc vDPAUMapSurfacesNV(numSurfaces: int32; surfaces: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glVDPAUMapSurfacesNV"
.}
proc vDPAURegisterOutputSurfaceNV(vdpSurface: pointer; target: GLenum;
                                 numTextureNames: int32; textureNames: ptr uint32): int32 {.
cdecl, header: "<glew.h>", importc: "glVDPAURegisterOutputSurfaceNV"
.}
proc vDPAURegisterVideoSurfaceNV(vdpSurface: pointer; target: GLenum;
                                numTextureNames: int32; textureNames: ptr uint32): int32 {.
cdecl, header: "<glew.h>", importc: "glVDPAURegisterVideoSurfaceNV"
.}
proc vDPAUSurfaceAccessNV(surface: int32; access: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glVDPAUSurfaceAccessNV"
.}
proc vDPAUUnmapSurfacesNV(numSurface: int32; surfaces: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glVDPAUUnmapSurfacesNV"
.}
proc vDPAUUnregisterSurfaceNV(surface: int32): void {.
cdecl, header: "<glew.h>", importc: "glVDPAUUnregisterSurfaceNV"
.}
proc flushVertexArrayRangeNV(): void {.
cdecl, header: "<glew.h>", importc: "glFlushVertexArrayRangeNV"
.}
proc vertexArrayRangeNV(length: int32; poynter: pointer): void {.
cdecl, header: "<glew.h>", importc: "glVertexArrayRangeNV"
.}
proc getVertexAttribLi64vNV(index: uint32; pname: GLenum; params: ptr int64): void {.
cdecl, header: "<glew.h>", importc: "glGetVertexAttribLi64vNV"
.}
proc getVertexAttribLui64vNV(index: uint32; pname: GLenum; params: ptr uint64): void {.
cdecl, header: "<glew.h>", importc: "glGetVertexAttribLui64vNV"
.}
proc vertexAttribL1i64NV(index: uint32; x: int64): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribL1i64NV"
.}
proc vertexAttribL1i64vNV(index: uint32; v: ptr int64): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribL1i64vNV"
.}
proc vertexAttribL1ui64NV(index: uint32; x: uint64): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribL1ui64NV"
.}
proc vertexAttribL1ui64vNV(index: uint32; v: ptr uint64): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribL1ui64vNV"
.}
proc vertexAttribL2i64NV(index: uint32; x: int64; y: int64): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribL2i64NV"
.}
proc vertexAttribL2i64vNV(index: uint32; v: ptr int64): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribL2i64vNV"
.}
proc vertexAttribL2ui64NV(index: uint32; x: uint64; y: uint64): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribL2ui64NV"
.}
proc vertexAttribL2ui64vNV(index: uint32; v: ptr uint64): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribL2ui64vNV"
.}
proc vertexAttribL3i64NV(index: uint32; x: int64; y: int64; z: int64): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribL3i64NV"
.}
proc vertexAttribL3i64vNV(index: uint32; v: ptr int64): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribL3i64vNV"
.}
proc vertexAttribL3ui64NV(index: uint32; x: uint64; y: uint64; z: uint64): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribL3ui64NV"
.}
proc vertexAttribL3ui64vNV(index: uint32; v: ptr uint64): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribL3ui64vNV"
.}
proc vertexAttribL4i64NV(index: uint32; x: int64; y: int64; z: int64; w: int64): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribL4i64NV"
.}
proc vertexAttribL4i64vNV(index: uint32; v: ptr int64): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribL4i64vNV"
.}
proc vertexAttribL4ui64NV(index: uint32; x: uint64; y: uint64; z: uint64; w: uint64): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribL4ui64NV"
.}
proc vertexAttribL4ui64vNV(index: uint32; v: ptr uint64): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribL4ui64vNV"
.}
proc vertexAttribLFormatNV(index: uint32; size: int32; tipe: GLenum; stride: int32): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribLFormatNV"
.}
proc bufferAddressRangeNV(pname: GLenum; index: uint32; address: uint64; length: int32): void {.
cdecl, header: "<glew.h>", importc: "glBufferAddressRangeNV"
.}
proc colorFormatNV(size: int32; tipe: GLenum; stride: int32): void {.
cdecl, header: "<glew.h>", importc: "glColorFormatNV"
.}
proc edgeFlagFormatNV(stride: int32): void {.
cdecl, header: "<glew.h>", importc: "glEdgeFlagFormatNV"
.}
proc fogCoordFormatNV(tipe: GLenum; stride: int32): void {.
cdecl, header: "<glew.h>", importc: "glFogCoordFormatNV"
.}
proc getIntegerui64i_vNV(value: GLenum; index: uint32; result: ptr uint64): void {.
cdecl, header: "<glew.h>", importc: "glGetIntegerui64i_vNV"
.}
proc indexFormatNV(tipe: GLenum; stride: int32): void {.
cdecl, header: "<glew.h>", importc: "glIndexFormatNV"
.}
proc normalFormatNV(tipe: GLenum; stride: int32): void {.
cdecl, header: "<glew.h>", importc: "glNormalFormatNV"
.}
proc secondaryColorFormatNV(size: int32; tipe: GLenum; stride: int32): void {.
cdecl, header: "<glew.h>", importc: "glSecondaryColorFormatNV"
.}
proc texCoordFormatNV(size: int32; tipe: GLenum; stride: int32): void {.
cdecl, header: "<glew.h>", importc: "glTexCoordFormatNV"
.}
proc vertexAttribFormatNV(index: uint32; size: int32; tipe: GLenum; normalized: bool;
                         stride: int32): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribFormatNV"
.}
proc vertexAttribIFormatNV(index: uint32; size: int32; tipe: GLenum; stride: int32): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribIFormatNV"
.}
proc vertexFormatNV(size: int32; tipe: GLenum; stride: int32): void {.
cdecl, header: "<glew.h>", importc: "glVertexFormatNV"
.}
proc areProgramsResidentNV(n: int32; ids: ptr uint32; residences: ptr bool): bool {.
cdecl, header: "<glew.h>", importc: "glAreProgramsResidentNV"
.}
proc bindProgramNV(target: GLenum; id: uint32): void {.
cdecl, header: "<glew.h>", importc: "glBindProgramNV"
.}
proc deleteProgramsNV(n: int32; ids: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glDeleteProgramsNV"
.}
proc executeProgramNV(target: GLenum; id: uint32; params: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glExecuteProgramNV"
.}
proc genProgramsNV(n: int32; ids: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glGenProgramsNV"
.}
proc getProgramParameterdvNV(target: GLenum; index: uint32; pname: GLenum;
                            params: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glGetProgramParameterdvNV"
.}
proc getProgramParameterfvNV(target: GLenum; index: uint32; pname: GLenum;
                            params: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glGetProgramParameterfvNV"
.}
proc getProgramStringNV(id: uint32; pname: GLenum; program: ptr uint8): void {.
cdecl, header: "<glew.h>", importc: "glGetProgramStringNV"
.}
proc getProgramivNV(id: uint32; pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetProgramivNV"
.}
proc getTrackMatrixivNV(target: GLenum; address: uint32; pname: GLenum;
                       params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetTrackMatrixivNV"
.}
proc getVertexAttribPointervNV(index: uint32; pname: GLenum; poynter: ptr void): void {.
cdecl, header: "<glew.h>", importc: "glGetVertexAttribPointervNV"
.}
proc getVertexAttribdvNV(index: uint32; pname: GLenum; params: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glGetVertexAttribdvNV"
.}
proc getVertexAttribfvNV(index: uint32; pname: GLenum; params: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glGetVertexAttribfvNV"
.}
proc getVertexAttribivNV(index: uint32; pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetVertexAttribivNV"
.}
proc isProgramNV(id: uint32): bool {.
cdecl, header: "<glew.h>", importc: "glIsProgramNV"
.}
proc loadProgramNV(target: GLenum; id: uint32; len: int32; program: ptr uint8): void {.
cdecl, header: "<glew.h>", importc: "glLoadProgramNV"
.}
proc programParameter4dNV(target: GLenum; index: uint32; x: float64; y: float64;
                         z: float64; w: float64): void {.
cdecl, header: "<glew.h>", importc: "glProgramParameter4dNV"
.}
proc programParameter4dvNV(target: GLenum; index: uint32; params: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glProgramParameter4dvNV"
.}
proc programParameter4fNV(target: GLenum; index: uint32; x: float32; y: float32;
                         z: float32; w: float32): void {.
cdecl, header: "<glew.h>", importc: "glProgramParameter4fNV"
.}
proc programParameter4fvNV(target: GLenum; index: uint32; params: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glProgramParameter4fvNV"
.}
proc programParameters4dvNV(target: GLenum; index: uint32; num: int32;
                           params: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glProgramParameters4dvNV"
.}
proc programParameters4fvNV(target: GLenum; index: uint32; num: int32;
                           params: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glProgramParameters4fvNV"
.}
proc requestResidentProgramsNV(n: int32; ids: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glRequestResidentProgramsNV"
.}
proc trackMatrixNV(target: GLenum; address: uint32; matrix: GLenum; transform: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glTrackMatrixNV"
.}
proc vertexAttrib1dNV(index: uint32; x: float64): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib1dNV"
.}
proc vertexAttrib1dvNV(index: uint32; v: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib1dvNV"
.}
proc vertexAttrib1fNV(index: uint32; x: float32): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib1fNV"
.}
proc vertexAttrib1fvNV(index: uint32; v: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib1fvNV"
.}
proc vertexAttrib1sNV(index: uint32; x: int16): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib1sNV"
.}
proc vertexAttrib1svNV(index: uint32; v: ptr int16): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib1svNV"
.}
proc vertexAttrib2dNV(index: uint32; x: float64; y: float64): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib2dNV"
.}
proc vertexAttrib2dvNV(index: uint32; v: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib2dvNV"
.}
proc vertexAttrib2fNV(index: uint32; x: float32; y: float32): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib2fNV"
.}
proc vertexAttrib2fvNV(index: uint32; v: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib2fvNV"
.}
proc vertexAttrib2sNV(index: uint32; x: int16; y: int16): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib2sNV"
.}
proc vertexAttrib2svNV(index: uint32; v: ptr int16): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib2svNV"
.}
proc vertexAttrib3dNV(index: uint32; x: float64; y: float64; z: float64): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib3dNV"
.}
proc vertexAttrib3dvNV(index: uint32; v: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib3dvNV"
.}
proc vertexAttrib3fNV(index: uint32; x: float32; y: float32; z: float32): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib3fNV"
.}
proc vertexAttrib3fvNV(index: uint32; v: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib3fvNV"
.}
proc vertexAttrib3sNV(index: uint32; x: int16; y: int16; z: int16): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib3sNV"
.}
proc vertexAttrib3svNV(index: uint32; v: ptr int16): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib3svNV"
.}
proc vertexAttrib4dNV(index: uint32; x: float64; y: float64; z: float64; w: float64): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib4dNV"
.}
proc vertexAttrib4dvNV(index: uint32; v: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib4dvNV"
.}
proc vertexAttrib4fNV(index: uint32; x: float32; y: float32; z: float32; w: float32): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib4fNV"
.}
proc vertexAttrib4fvNV(index: uint32; v: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib4fvNV"
.}
proc vertexAttrib4sNV(index: uint32; x: int16; y: int16; z: int16; w: int16): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib4sNV"
.}
proc vertexAttrib4svNV(index: uint32; v: ptr int16): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib4svNV"
.}
proc vertexAttrib4ubNV(index: uint32; x: uint8; y: uint8; z: uint8; w: uint8): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib4ubNV"
.}
proc vertexAttrib4ubvNV(index: uint32; v: ptr uint8): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttrib4ubvNV"
.}
proc vertexAttribPointerNV(index: uint32; size: int32; tipe: GLenum; stride: int32;
                          poynter: pointer): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribPointerNV"
.}
proc vertexAttribs1dvNV(index: uint32; n: int32; v: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribs1dvNV"
.}
proc vertexAttribs1fvNV(index: uint32; n: int32; v: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribs1fvNV"
.}
proc vertexAttribs1svNV(index: uint32; n: int32; v: ptr int16): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribs1svNV"
.}
proc vertexAttribs2dvNV(index: uint32; n: int32; v: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribs2dvNV"
.}
proc vertexAttribs2fvNV(index: uint32; n: int32; v: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribs2fvNV"
.}
proc vertexAttribs2svNV(index: uint32; n: int32; v: ptr int16): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribs2svNV"
.}
proc vertexAttribs3dvNV(index: uint32; n: int32; v: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribs3dvNV"
.}
proc vertexAttribs3fvNV(index: uint32; n: int32; v: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribs3fvNV"
.}
proc vertexAttribs3svNV(index: uint32; n: int32; v: ptr int16): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribs3svNV"
.}
proc vertexAttribs4dvNV(index: uint32; n: int32; v: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribs4dvNV"
.}
proc vertexAttribs4fvNV(index: uint32; n: int32; v: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribs4fvNV"
.}
proc vertexAttribs4svNV(index: uint32; n: int32; v: ptr int16): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribs4svNV"
.}
proc vertexAttribs4ubvNV(index: uint32; n: int32; v: ptr uint8): void {.
cdecl, header: "<glew.h>", importc: "glVertexAttribs4ubvNV"
.}
proc beginVideoCaptureNV(video_capture_slot: uint32): void {.
cdecl, header: "<glew.h>", importc: "glBeginVideoCaptureNV"
.}
proc bindVideoCaptureStreamBufferNV(video_capture_slot: uint32; stream: uint32;
                                   frame_region: GLenum; offset: int32): void {.
cdecl, header: "<glew.h>", importc: "glBindVideoCaptureStreamBufferNV"
.}
proc bindVideoCaptureStreamTextureNV(video_capture_slot: uint32; stream: uint32;
                                    frame_region: GLenum; target: GLenum;
                                    texture: uint32): void {.
cdecl, header: "<glew.h>", importc: "glBindVideoCaptureStreamTextureNV"
.}
proc endVideoCaptureNV(video_capture_slot: uint32): void {.
cdecl, header: "<glew.h>", importc: "glEndVideoCaptureNV"
.}
proc getVideoCaptureStreamdvNV(video_capture_slot: uint32; stream: uint32;
                              pname: GLenum; params: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glGetVideoCaptureStreamdvNV"
.}
proc getVideoCaptureStreamfvNV(video_capture_slot: uint32; stream: uint32;
                              pname: GLenum; params: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glGetVideoCaptureStreamfvNV"
.}
proc getVideoCaptureStreamivNV(video_capture_slot: uint32; stream: uint32;
                              pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetVideoCaptureStreamivNV"
.}
proc getVideoCaptureivNV(video_capture_slot: uint32; pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetVideoCaptureivNV"
.}
proc videoCaptureNV(video_capture_slot: uint32; sequence_num: ptr uint32;
                   capture_time: ptr uint64): GLenum {.
cdecl, header: "<glew.h>", importc: "glVideoCaptureNV"
.}
proc videoCaptureStreamParameterdvNV(video_capture_slot: uint32; stream: uint32;
                                    pname: GLenum; params: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glVideoCaptureStreamParameterdvNV"
.}
proc videoCaptureStreamParameterfvNV(video_capture_slot: uint32; stream: uint32;
                                    pname: GLenum; params: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glVideoCaptureStreamParameterfvNV"
.}
proc videoCaptureStreamParameterivNV(video_capture_slot: uint32; stream: uint32;
                                    pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glVideoCaptureStreamParameterivNV"
.}
proc depthRangeArrayfvNV(first: uint32; count: int32; v: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glDepthRangeArrayfvNV"
.}
proc depthRangeIndexedfNV(index: uint32; n: float32; f: float32): void {.
cdecl, header: "<glew.h>", importc: "glDepthRangeIndexedfNV"
.}
proc disableiNV(target: GLenum; index: uint32): void {.
cdecl, header: "<glew.h>", importc: "glDisableiNV"
.}
proc enableiNV(target: GLenum; index: uint32): void {.
cdecl, header: "<glew.h>", importc: "glEnableiNV"
.}
proc getFloati_vNV(target: GLenum; index: uint32; data: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glGetFloati_vNV"
.}
proc isEnablediNV(target: GLenum; index: uint32): bool {.
cdecl, header: "<glew.h>", importc: "glIsEnablediNV"
.}
proc scissorArrayvNV(first: uint32; count: int32; v: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glScissorArrayvNV"
.}
proc scissorIndexedNV(index: uint32; left: int32; bottom: int32; width: int32;
                     height: int32): void {.
cdecl, header: "<glew.h>", importc: "glScissorIndexedNV"
.}
proc scissorIndexedvNV(index: uint32; v: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glScissorIndexedvNV"
.}
proc viewportArrayvNV(first: uint32; count: int32; v: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glViewportArrayvNV"
.}
proc viewportIndexedfNV(index: uint32; x: float32; y: float32; w: float32; h: float32): void {.
cdecl, header: "<glew.h>", importc: "glViewportIndexedfNV"
.}
proc viewportIndexedfvNV(index: uint32; v: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glViewportIndexedfvNV"
.}
proc viewportSwizzleNV(index: uint32; swizzlex: GLenum; swizzley: GLenum;
                      swizzlez: GLenum; swizzlew: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glViewportSwizzleNV"
.}
proc framebufferTextureMultiviewOVR(target: GLenum; attachment: GLenum;
                                   texture: uint32; level: int32;
                                   baseViewIndex: int32; numViews: int32): void {.
cdecl, header: "<glew.h>", importc: "glFramebufferTextureMultiviewOVR"
.}
proc framebufferTextureMultisampleMultiviewOVR(target: GLenum; attachment: GLenum;
    texture: uint32; level: int32; samples: int32; baseViewIndex: int32; numViews: int32): void {.
cdecl, header: "<glew.h>", importc: "glFramebufferTextureMultisampleMultiviewOVR"
.}
proc alphaFuncQCOM(fun: GLenum; reff: float32): void {.
cdecl, header: "<glew.h>", importc: "glAlphaFuncQCOM"
.}
proc disableDriverControlQCOM(driverControl: uint32): void {.
cdecl, header: "<glew.h>", importc: "glDisableDriverControlQCOM"
.}
proc enableDriverControlQCOM(driverControl: uint32): void {.
cdecl, header: "<glew.h>", importc: "glEnableDriverControlQCOM"
.}
proc getDriverControlStringQCOM(driverControl: uint32; bufSize: int32;
                               length: ptr int32; driverControlString: ptr char): void {.
cdecl, header: "<glew.h>", importc: "glGetDriverControlStringQCOM"
.}
proc getDriverControlsQCOM(num: ptr int32; size: int32; driverControls: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glGetDriverControlsQCOM"
.}
proc extGetBufferPointervQCOM(target: GLenum; params: ptr void): void {.
cdecl, header: "<glew.h>", importc: "glExtGetBufferPointervQCOM"
.}
proc extGetBuffersQCOM(buffers: ptr uint32; maxBuffers: int32; numBuffers: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glExtGetBuffersQCOM"
.}
proc extGetFramebuffersQCOM(framebuffers: ptr uint32; maxFramebuffers: int32;
                           numFramebuffers: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glExtGetFramebuffersQCOM"
.}
proc extGetRenderbuffersQCOM(renderbuffers: ptr uint32; maxRenderbuffers: int32;
                            numRenderbuffers: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glExtGetRenderbuffersQCOM"
.}
proc extGetTexLevelParameterivQCOM(texture: uint32; face: GLenum; level: int32;
                                  pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glExtGetTexLevelParameterivQCOM"
.}
proc extGetTexSubImageQCOM(target: GLenum; level: int32; xoffset: int32;
                          yoffset: int32; zoffset: int32; width: int32; height: int32;
                          depth: int32; format: GLenum; tipe: GLenum; texels: pointer): void {.
cdecl, header: "<glew.h>", importc: "glExtGetTexSubImageQCOM"
.}
proc extGetTexturesQCOM(textures: ptr uint32; maxTextures: int32;
                       numTextures: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glExtGetTexturesQCOM"
.}
proc extTexObjectStateOverrideiQCOM(target: GLenum; pname: GLenum; param: int32): void {.
cdecl, header: "<glew.h>", importc: "glExtTexObjectStateOverrideiQCOM"
.}
proc extGetProgramBinarySourceQCOM(program: uint32; shadertype: GLenum;
                                  source: ptr char; length: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glExtGetProgramBinarySourceQCOM"
.}
proc extGetProgramsQCOM(programs: ptr uint32; maxPrograms: int32;
                       numPrograms: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glExtGetProgramsQCOM"
.}
proc extGetShadersQCOM(shaders: ptr uint32; maxShaders: int32; numShaders: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glExtGetShadersQCOM"
.}
proc extIsProgramBinaryQCOM(program: uint32): bool {.
cdecl, header: "<glew.h>", importc: "glExtIsProgramBinaryQCOM"
.}
proc framebufferFoveationConfigQCOM(fbo: uint32; numLayers: uint32;
                                   focalPointsPerLayer: uint32;
                                   requestedFeatures: uint32;
                                   providedFeatures: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glFramebufferFoveationConfigQCOM"
.}
proc framebufferFoveationParametersQCOM(fbo: uint32; layer: uint32;
                                       focalPoint: uint32; focalX: float32;
                                       focalY: float32; gainX: float32;
                                       gainY: float32; foveaArea: float32): void {.
cdecl, header: "<glew.h>", importc: "glFramebufferFoveationParametersQCOM"
.}
proc framebufferFetchBarrierQCOM(): void {.
cdecl, header: "<glew.h>", importc: "glFramebufferFetchBarrierQCOM"
.}
proc endTilingQCOM(preserveMask: uint32): void {.
cdecl, header: "<glew.h>", importc: "glEndTilingQCOM"
.}
proc startTilingQCOM(x: uint32; y: uint32; width: uint32; height: uint32;
                    preserveMask: uint32): void {.
cdecl, header: "<glew.h>", importc: "glStartTilingQCOM"
.}
proc alphaFuncx(fun: GLenum; reff: int32): void {.
cdecl, header: "<glew.h>", importc: "glAlphaFuncx"
.}
proc clearColorx(red: int32; green: int32; blue: int32; alpha: int32): void {.
cdecl, header: "<glew.h>", importc: "glClearColorx"
.}
proc clearDepthx(depth: int32): void {.
cdecl, header: "<glew.h>", importc: "glClearDepthx"
.}
proc color4x(red: int32; green: int32; blue: int32; alpha: int32): void {.
cdecl, header: "<glew.h>", importc: "glColor4x"
.}
proc depthRangex(zNear: int32; zFar: int32): void {.
cdecl, header: "<glew.h>", importc: "glDepthRangex"
.}
proc fogx(pname: GLenum; param: int32): void {.
cdecl, header: "<glew.h>", importc: "glFogx"
.}
proc fogxv(pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glFogxv"
.}
proc frustumf(left: float32; right: float32; bottom: float32; top: float32;
             zNear: float32; zFar: float32): void {.
cdecl, header: "<glew.h>", importc: "glFrustumf"
.}
proc frustumx(left: int32; right: int32; bottom: int32; top: int32; zNear: int32;
             zFar: int32): void {.
cdecl, header: "<glew.h>", importc: "glFrustumx"
.}
proc lightModelx(pname: GLenum; param: int32): void {.
cdecl, header: "<glew.h>", importc: "glLightModelx"
.}
proc lightModelxv(pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glLightModelxv"
.}
proc lightx(light: GLenum; pname: GLenum; param: int32): void {.
cdecl, header: "<glew.h>", importc: "glLightx"
.}
proc lightxv(light: GLenum; pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glLightxv"
.}
proc lineWidthx(width: int32): void {.
cdecl, header: "<glew.h>", importc: "glLineWidthx"
.}
proc loadMatrixx(m: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glLoadMatrixx"
.}
proc materialx(face: GLenum; pname: GLenum; param: int32): void {.
cdecl, header: "<glew.h>", importc: "glMaterialx"
.}
proc materialxv(face: GLenum; pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glMaterialxv"
.}
proc multMatrixx(m: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glMultMatrixx"
.}
proc multiTexCoord4x(target: GLenum; s: int32; t: int32; r: int32; q: int32): void {.
cdecl, header: "<glew.h>", importc: "glMultiTexCoord4x"
.}
proc normal3x(nx: int32; ny: int32; nz: int32): void {.
cdecl, header: "<glew.h>", importc: "glNormal3x"
.}
proc orthof(left: float32; right: float32; bottom: float32; top: float32; zNear: float32;
           zFar: float32): void {.
cdecl, header: "<glew.h>", importc: "glOrthof"
.}
proc orthox(left: int32; right: int32; bottom: int32; top: int32; zNear: int32; zFar: int32): void {.
cdecl, header: "<glew.h>", importc: "glOrthox"
.}
proc pointSizex(size: int32): void {.
cdecl, header: "<glew.h>", importc: "glPointSizex"
.}
proc polygonOffsetx(factor: int32; units: int32): void {.
cdecl, header: "<glew.h>", importc: "glPolygonOffsetx"
.}
proc rotatex(angle: int32; x: int32; y: int32; z: int32): void {.
cdecl, header: "<glew.h>", importc: "glRotatex"
.}
proc sampleCoveragex(value: int32; invert: bool): void {.
cdecl, header: "<glew.h>", importc: "glSampleCoveragex"
.}
proc scalex(x: int32; y: int32; z: int32): void {.
cdecl, header: "<glew.h>", importc: "glScalex"
.}
proc texEnvx(target: GLenum; pname: GLenum; param: int32): void {.
cdecl, header: "<glew.h>", importc: "glTexEnvx"
.}
proc texEnvxv(target: GLenum; pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glTexEnvxv"
.}
proc texParameterx(target: GLenum; pname: GLenum; param: int32): void {.
cdecl, header: "<glew.h>", importc: "glTexParameterx"
.}
proc translatex(x: int32; y: int32; z: int32): void {.
cdecl, header: "<glew.h>", importc: "glTranslatex"
.}
proc clipPlanef(plane: GLenum; equation: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glClipPlanef"
.}
proc clipPlanex(plane: GLenum; equation: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glClipPlanex"
.}
proc getClipPlanef(pname: GLenum; eqn: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glGetClipPlanef"
.}
proc getClipPlanex(pname: GLenum; eqn: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetClipPlanex"
.}
proc getFixedv(pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetFixedv"
.}
proc getLightxv(light: GLenum; pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetLightxv"
.}
proc getMaterialxv(face: GLenum; pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetMaterialxv"
.}
proc getTexEnvxv(env: GLenum; pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetTexEnvxv"
.}
proc getTexParameterxv(target: GLenum; pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetTexParameterxv"
.}
proc pointParameterx(pname: GLenum; param: int32): void {.
cdecl, header: "<glew.h>", importc: "glPointParameterx"
.}
proc pointParameterxv(pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glPointParameterxv"
.}
proc pointSizePointerOES(tipe: GLenum; stride: int32; poynter: pointer): void {.
cdecl, header: "<glew.h>", importc: "glPointSizePointerOES"
.}
proc texParameterxv(target: GLenum; pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glTexParameterxv"
.}
proc errorStringREGAL(error: GLenum): ptr char {.
cdecl, header: "<glew.h>", importc: "glErrorStringREGAL"
.}
proc getExtensionREGAL(ext: cstring): bool {.
cdecl, header: "<glew.h>", importc: "glGetExtensionREGAL"
.}
proc isSupportedREGAL(ext: cstring): bool {.
cdecl, header: "<glew.h>", importc: "glIsSupportedREGAL"
.}
proc getProcAddressREGAL(name: cstring): void {.
cdecl, header: "<glew.h>", importc: "glGetProcAddressREGAL"
.}
proc detailTexFuncSGIS(target: GLenum; n: int32; points: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glDetailTexFuncSGIS"
.}
proc getDetailTexFuncSGIS(target: GLenum; points: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glGetDetailTexFuncSGIS"
.}
proc fogFuncSGIS(n: int32; points: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glFogFuncSGIS"
.}
proc getFogFuncSGIS(points: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glGetFogFuncSGIS"
.}
proc sampleMaskSGIS(value: float32; invert: bool): void {.
cdecl, header: "<glew.h>", importc: "glSampleMaskSGIS"
.}
proc samplePatternSGIS(pattern: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glSamplePatternSGIS"
.}
proc interleavedTextureCoordSetsSGIS(factor: int32): void {.
cdecl, header: "<glew.h>", importc: "glInterleavedTextureCoordSetsSGIS"
.}
proc selectTextureCoordSetSGIS(target: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glSelectTextureCoordSetSGIS"
.}
proc selectTextureSGIS(target: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glSelectTextureSGIS"
.}
proc selectTextureTransformSGIS(target: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glSelectTextureTransformSGIS"
.}
proc multisampleSubRectPosSGIS(x: int32; y: int32): void {.
cdecl, header: "<glew.h>", importc: "glMultisampleSubRectPosSGIS"
.}
proc getSharpenTexFuncSGIS(target: GLenum; points: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glGetSharpenTexFuncSGIS"
.}
proc sharpenTexFuncSGIS(target: GLenum; n: int32; points: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glSharpenTexFuncSGIS"
.}
proc texImage4DSGIS(target: GLenum; level: int32; internalformat: GLenum; width: int32;
                   height: int32; depth: int32; extent: int32; border: int32;
                   format: GLenum; tipe: GLenum; pixels: pointer): void {.
cdecl, header: "<glew.h>", importc: "glTexImage4DSGIS"
.}
proc texSubImage4DSGIS(target: GLenum; level: int32; xoffset: int32; yoffset: int32;
                      zoffset: int32; woffset: int32; width: int32; height: int32;
                      depth: int32; extent: int32; format: GLenum; tipe: GLenum;
                      pixels: pointer): void {.
cdecl, header: "<glew.h>", importc: "glTexSubImage4DSGIS"
.}
proc getTexFilterFuncSGIS(target: GLenum; filter: GLenum; weights: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glGetTexFilterFuncSGIS"
.}
proc texFilterFuncSGIS(target: GLenum; filter: GLenum; n: int32; weights: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glTexFilterFuncSGIS"
.}
proc asyncMarkerSGIX(marker: uint32): void {.
cdecl, header: "<glew.h>", importc: "glAsyncMarkerSGIX"
.}
proc deleteAsyncMarkersSGIX(marker: uint32; rangee: int32): void {.
cdecl, header: "<glew.h>", importc: "glDeleteAsyncMarkersSGIX"
.}
proc finishAsyncSGIX(markerp: ptr uint32): int32 {.
cdecl, header: "<glew.h>", importc: "glFinishAsyncSGIX"
.}
proc genAsyncMarkersSGIX(rangee: int32): uint32 {.
cdecl, header: "<glew.h>", importc: "glGenAsyncMarkersSGIX"
.}
proc isAsyncMarkerSGIX(marker: uint32): bool {.
cdecl, header: "<glew.h>", importc: "glIsAsyncMarkerSGIX"
.}
proc pollAsyncSGIX(markerp: ptr uint32): int32 {.
cdecl, header: "<glew.h>", importc: "glPollAsyncSGIX"
.}
proc addressSpace(space: GLenum; mask: uint32): void {.
cdecl, header: "<glew.h>", importc: "glAddressSpace"
.}
proc dataPipe(space: GLenum): int32 {.
cdecl, header: "<glew.h>", importc: "glDataPipe"
.}
proc flushRasterSGIX(): void {.
cdecl, header: "<glew.h>", importc: "glFlushRasterSGIX"
.}
proc fogLayersSGIX(n: int32; points: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glFogLayersSGIX"
.}
proc getFogLayersSGIX(points: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glGetFogLayersSGIX"
.}
proc textureFogSGIX(pname: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glTextureFogSGIX"
.}
proc fragmentColorMaterialSGIX(face: GLenum; mode: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glFragmentColorMaterialSGIX"
.}
proc fragmentLightModelfSGIX(pname: GLenum; param: float32): void {.
cdecl, header: "<glew.h>", importc: "glFragmentLightModelfSGIX"
.}
proc fragmentLightModelfvSGIX(pname: GLenum; params: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glFragmentLightModelfvSGIX"
.}
proc fragmentLightModeliSGIX(pname: GLenum; param: int32): void {.
cdecl, header: "<glew.h>", importc: "glFragmentLightModeliSGIX"
.}
proc fragmentLightModelivSGIX(pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glFragmentLightModelivSGIX"
.}
proc fragmentLightfSGIX(light: GLenum; pname: GLenum; param: float32): void {.
cdecl, header: "<glew.h>", importc: "glFragmentLightfSGIX"
.}
proc fragmentLightfvSGIX(light: GLenum; pname: GLenum; params: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glFragmentLightfvSGIX"
.}
proc fragmentLightiSGIX(light: GLenum; pname: GLenum; param: int32): void {.
cdecl, header: "<glew.h>", importc: "glFragmentLightiSGIX"
.}
proc fragmentLightivSGIX(light: GLenum; pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glFragmentLightivSGIX"
.}
proc fragmentMaterialfSGIX(face: GLenum; pname: GLenum; param: float32): void {.
cdecl, header: "<glew.h>", importc: "glFragmentMaterialfSGIX"
.}
proc fragmentMaterialfvSGIX(face: GLenum; pname: GLenum; params: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glFragmentMaterialfvSGIX"
.}
proc fragmentMaterialiSGIX(face: GLenum; pname: GLenum; param: int32): void {.
cdecl, header: "<glew.h>", importc: "glFragmentMaterialiSGIX"
.}
proc fragmentMaterialivSGIX(face: GLenum; pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glFragmentMaterialivSGIX"
.}
proc getFragmentLightfvSGIX(light: GLenum; value: GLenum; data: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glGetFragmentLightfvSGIX"
.}
proc getFragmentLightivSGIX(light: GLenum; value: GLenum; data: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetFragmentLightivSGIX"
.}
proc getFragmentMaterialfvSGIX(face: GLenum; pname: GLenum; data: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glGetFragmentMaterialfvSGIX"
.}
proc getFragmentMaterialivSGIX(face: GLenum; pname: GLenum; data: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetFragmentMaterialivSGIX"
.}
proc frameZoomSGIX(factor: int32): void {.
cdecl, header: "<glew.h>", importc: "glFrameZoomSGIX"
.}
proc iglooInterfaceSGIX(pname: GLenum; param: pointer): void {.
cdecl, header: "<glew.h>", importc: "glIglooInterfaceSGIX"
.}
proc allocMPEGPredictorsSGIX(width: int32; height: int32; n: int32;
                            predictors: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glAllocMPEGPredictorsSGIX"
.}
proc deleteMPEGPredictorsSGIX(n: int32; predictors: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glDeleteMPEGPredictorsSGIX"
.}
proc genMPEGPredictorsSGIX(n: int32; predictors: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glGenMPEGPredictorsSGIX"
.}
proc getMPEGParameterfvSGIX(target: GLenum; pname: GLenum; params: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glGetMPEGParameterfvSGIX"
.}
proc getMPEGParameterivSGIX(target: GLenum; pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetMPEGParameterivSGIX"
.}
proc getMPEGPredictorSGIX(target: GLenum; format: GLenum; tipe: GLenum; pixels: pointer): void {.
cdecl, header: "<glew.h>", importc: "glGetMPEGPredictorSGIX"
.}
proc getMPEGQuantTableubv(target: GLenum; values: ptr uint8): void {.
cdecl, header: "<glew.h>", importc: "glGetMPEGQuantTableubv"
.}
proc isMPEGPredictorSGIX(predictor: uint32): bool {.
cdecl, header: "<glew.h>", importc: "glIsMPEGPredictorSGIX"
.}
proc mPEGPredictorSGIX(target: GLenum; format: GLenum; tipe: GLenum; pixels: pointer): void {.
cdecl, header: "<glew.h>", importc: "glMPEGPredictorSGIX"
.}
proc mPEGQuantTableubv(target: GLenum; values: ptr uint8): void {.
cdecl, header: "<glew.h>", importc: "glMPEGQuantTableubv"
.}
proc swapMPEGPredictorsSGIX(target0: GLenum; target1: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glSwapMPEGPredictorsSGIX"
.}
proc getNonlinLightfvSGIX(light: GLenum; pname: GLenum; terms: ptr int32;
                         data: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glGetNonlinLightfvSGIX"
.}
proc getNonlinMaterialfvSGIX(face: GLenum; pname: GLenum; terms: ptr int32;
                            data: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glGetNonlinMaterialfvSGIX"
.}
proc nonlinLightfvSGIX(light: GLenum; pname: GLenum; terms: int32; params: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glNonlinLightfvSGIX"
.}
proc nonlinMaterialfvSGIX(face: GLenum; pname: GLenum; terms: int32;
                         params: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glNonlinMaterialfvSGIX"
.}
proc pixelTexGenSGIX(mode: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glPixelTexGenSGIX"
.}
proc deformSGIX(mask: uint32): void {.
cdecl, header: "<glew.h>", importc: "glDeformSGIX"
.}
proc loadIdentityDeformationMapSGIX(mask: uint32): void {.
cdecl, header: "<glew.h>", importc: "glLoadIdentityDeformationMapSGIX"
.}
proc meshBreadthSGIX(breadth: int32): void {.
cdecl, header: "<glew.h>", importc: "glMeshBreadthSGIX"
.}
proc meshStrideSGIX(stride: int32): void {.
cdecl, header: "<glew.h>", importc: "glMeshStrideSGIX"
.}
proc referencePlaneSGIX(equation: ptr float64): void {.
cdecl, header: "<glew.h>", importc: "glReferencePlaneSGIX"
.}
proc spriteParameterfSGIX(pname: GLenum; param: float32): void {.
cdecl, header: "<glew.h>", importc: "glSpriteParameterfSGIX"
.}
proc spriteParameterfvSGIX(pname: GLenum; params: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glSpriteParameterfvSGIX"
.}
proc spriteParameteriSGIX(pname: GLenum; param: int32): void {.
cdecl, header: "<glew.h>", importc: "glSpriteParameteriSGIX"
.}
proc spriteParameterivSGIX(pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glSpriteParameterivSGIX"
.}
proc tagSampleBufferSGIX(): void {.
cdecl, header: "<glew.h>", importc: "glTagSampleBufferSGIX"
.}
proc getVectorOperationSGIX(operation: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glGetVectorOperationSGIX"
.}
proc vectorOperationSGIX(operation: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glVectorOperationSGIX"
.}
proc areVertexArraysResidentSGIX(n: int32; arrays: ptr uint32; residences: ptr bool): bool {.
cdecl, header: "<glew.h>", importc: "glAreVertexArraysResidentSGIX"
.}
proc bindVertexArraySGIX(arrai: uint32): void {.
cdecl, header: "<glew.h>", importc: "glBindVertexArraySGIX"
.}
proc deleteVertexArraysSGIX(n: int32; arrays: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glDeleteVertexArraysSGIX"
.}
proc genVertexArraysSGIX(n: int32; arrays: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glGenVertexArraysSGIX"
.}
proc isVertexArraySGIX(arrai: uint32): bool {.
cdecl, header: "<glew.h>", importc: "glIsVertexArraySGIX"
.}
proc prioritizeVertexArraysSGIX(n: int32; arrays: ptr uint32; priorities: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glPrioritizeVertexArraysSGIX"
.}
proc colorTableParameterfvSGI(target: GLenum; pname: GLenum; params: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glColorTableParameterfvSGI"
.}
proc colorTableParameterivSGI(target: GLenum; pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glColorTableParameterivSGI"
.}
proc colorTableSGI(target: GLenum; internalformat: GLenum; width: int32;
                  format: GLenum; tipe: GLenum; table: pointer): void {.
cdecl, header: "<glew.h>", importc: "glColorTableSGI"
.}
proc copyColorTableSGI(target: GLenum; internalformat: GLenum; x: int32; y: int32;
                      width: int32): void {.
cdecl, header: "<glew.h>", importc: "glCopyColorTableSGI"
.}
proc getColorTableParameterfvSGI(target: GLenum; pname: GLenum; params: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glGetColorTableParameterfvSGI"
.}
proc getColorTableParameterivSGI(target: GLenum; pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetColorTableParameterivSGI"
.}
proc getColorTableSGI(target: GLenum; format: GLenum; tipe: GLenum; table: pointer): void {.
cdecl, header: "<glew.h>", importc: "glGetColorTableSGI"
.}
proc getPixelTransformParameterfvSGI(target: GLenum; pname: GLenum;
                                    params: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glGetPixelTransformParameterfvSGI"
.}
proc getPixelTransformParameterivSGI(target: GLenum; pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glGetPixelTransformParameterivSGI"
.}
proc pixelTransformParameterfSGI(target: GLenum; pname: GLenum; param: float32): void {.
cdecl, header: "<glew.h>", importc: "glPixelTransformParameterfSGI"
.}
proc pixelTransformParameterfvSGI(target: GLenum; pname: GLenum; params: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glPixelTransformParameterfvSGI"
.}
proc pixelTransformParameteriSGI(target: GLenum; pname: GLenum; param: int32): void {.
cdecl, header: "<glew.h>", importc: "glPixelTransformParameteriSGI"
.}
proc pixelTransformParameterivSGI(target: GLenum; pname: GLenum; params: ptr int32): void {.
cdecl, header: "<glew.h>", importc: "glPixelTransformParameterivSGI"
.}
proc pixelTransformSGI(target: GLenum): void {.
cdecl, header: "<glew.h>", importc: "glPixelTransformSGI"
.}
proc finishTextureSUNX(): void {.
cdecl, header: "<glew.h>", importc: "glFinishTextureSUNX"
.}
proc globalAlphaFactorbSUN(factor: int8): void {.
cdecl, header: "<glew.h>", importc: "glGlobalAlphaFactorbSUN"
.}
proc globalAlphaFactordSUN(factor: float64): void {.
cdecl, header: "<glew.h>", importc: "glGlobalAlphaFactordSUN"
.}
proc globalAlphaFactorfSUN(factor: float32): void {.
cdecl, header: "<glew.h>", importc: "glGlobalAlphaFactorfSUN"
.}
proc globalAlphaFactoriSUN(factor: int32): void {.
cdecl, header: "<glew.h>", importc: "glGlobalAlphaFactoriSUN"
.}
proc globalAlphaFactorsSUN(factor: int16): void {.
cdecl, header: "<glew.h>", importc: "glGlobalAlphaFactorsSUN"
.}
proc globalAlphaFactorubSUN(factor: uint8): void {.
cdecl, header: "<glew.h>", importc: "glGlobalAlphaFactorubSUN"
.}
proc globalAlphaFactoruiSUN(factor: uint32): void {.
cdecl, header: "<glew.h>", importc: "glGlobalAlphaFactoruiSUN"
.}
proc globalAlphaFactorusSUN(factor: uint16): void {.
cdecl, header: "<glew.h>", importc: "glGlobalAlphaFactorusSUN"
.}
proc readVideoPixelsSUN(x: int32; y: int32; width: int32; height: int32; format: GLenum;
                       tipe: GLenum; pixels: pointer): void {.
cdecl, header: "<glew.h>", importc: "glReadVideoPixelsSUN"
.}
proc replacementCodePointerSUN(tipe: GLenum; stride: int32; poynter: pointer): void {.
cdecl, header: "<glew.h>", importc: "glReplacementCodePointerSUN"
.}
proc replacementCodeubSUN(code: uint8): void {.
cdecl, header: "<glew.h>", importc: "glReplacementCodeubSUN"
.}
proc replacementCodeubvSUN(code: ptr uint8): void {.
cdecl, header: "<glew.h>", importc: "glReplacementCodeubvSUN"
.}
proc replacementCodeuiSUN(code: uint32): void {.
cdecl, header: "<glew.h>", importc: "glReplacementCodeuiSUN"
.}
proc replacementCodeuivSUN(code: ptr uint32): void {.
cdecl, header: "<glew.h>", importc: "glReplacementCodeuivSUN"
.}
proc replacementCodeusSUN(code: uint16): void {.
cdecl, header: "<glew.h>", importc: "glReplacementCodeusSUN"
.}
proc replacementCodeusvSUN(code: ptr uint16): void {.
cdecl, header: "<glew.h>", importc: "glReplacementCodeusvSUN"
.}
proc color3fVertex3fSUN(r: float32; g: float32; b: float32; x: float32; y: float32;
                       z: float32): void {.
cdecl, header: "<glew.h>", importc: "glColor3fVertex3fSUN"
.}
proc color3fVertex3fvSUN(c: ptr float32; v: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glColor3fVertex3fvSUN"
.}
proc color4fNormal3fVertex3fSUN(r: float32; g: float32; b: float32; a: float32;
                               nx: float32; ny: float32; nz: float32; x: float32;
                               y: float32; z: float32): void {.
cdecl, header: "<glew.h>", importc: "glColor4fNormal3fVertex3fSUN"
.}
proc color4fNormal3fVertex3fvSUN(c: ptr float32; n: ptr float32; v: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glColor4fNormal3fVertex3fvSUN"
.}
proc color4ubVertex2fSUN(r: uint8; g: uint8; b: uint8; a: uint8; x: float32; y: float32): void {.
cdecl, header: "<glew.h>", importc: "glColor4ubVertex2fSUN"
.}
proc color4ubVertex2fvSUN(c: ptr uint8; v: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glColor4ubVertex2fvSUN"
.}
proc color4ubVertex3fSUN(r: uint8; g: uint8; b: uint8; a: uint8; x: float32; y: float32;
                        z: float32): void {.
cdecl, header: "<glew.h>", importc: "glColor4ubVertex3fSUN"
.}
proc color4ubVertex3fvSUN(c: ptr uint8; v: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glColor4ubVertex3fvSUN"
.}
proc normal3fVertex3fSUN(nx: float32; ny: float32; nz: float32; x: float32; y: float32;
                        z: float32): void {.
cdecl, header: "<glew.h>", importc: "glNormal3fVertex3fSUN"
.}
proc normal3fVertex3fvSUN(n: ptr float32; v: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glNormal3fVertex3fvSUN"
.}
proc replacementCodeuiColor3fVertex3fSUN(rc: uint32; r: float32; g: float32;
                                        b: float32; x: float32; y: float32; z: float32): void {.
cdecl, header: "<glew.h>", importc: "glReplacementCodeuiColor3fVertex3fSUN"
.}
proc replacementCodeuiColor3fVertex3fvSUN(rc: ptr uint32; c: ptr float32;
    v: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glReplacementCodeuiColor3fVertex3fvSUN"
.}
proc replacementCodeuiColor4fNormal3fVertex3fSUN(rc: uint32; r: float32; g: float32;
    b: float32; a: float32; nx: float32; ny: float32; nz: float32; x: float32; y: float32;
    z: float32): void {.
cdecl, header: "<glew.h>", importc: "glReplacementCodeuiColor4fNormal3fVertex3fSUN"
.}
proc replacementCodeuiColor4fNormal3fVertex3fvSUN(rc: ptr uint32; c: ptr float32;
    n: ptr float32; v: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glReplacementCodeuiColor4fNormal3fVertex3fvSUN"
.}
proc replacementCodeuiColor4ubVertex3fSUN(rc: uint32; r: uint8; g: uint8; b: uint8;
    a: uint8; x: float32; y: float32; z: float32): void {.
cdecl, header: "<glew.h>", importc: "glReplacementCodeuiColor4ubVertex3fSUN"
.}
proc replacementCodeuiColor4ubVertex3fvSUN(rc: ptr uint32; c: ptr uint8; v: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glReplacementCodeuiColor4ubVertex3fvSUN"
.}
proc replacementCodeuiNormal3fVertex3fSUN(rc: uint32; nx: float32; ny: float32;
    nz: float32; x: float32; y: float32; z: float32): void {.
cdecl, header: "<glew.h>", importc: "glReplacementCodeuiNormal3fVertex3fSUN"
.}
proc replacementCodeuiNormal3fVertex3fvSUN(rc: ptr uint32; n: ptr float32;
    v: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glReplacementCodeuiNormal3fVertex3fvSUN"
.}
proc replacementCodeuiTexCoord2fColor4fNormal3fVertex3fSUN(rc: uint32; s: float32;
    t: float32; r: float32; g: float32; b: float32; a: float32; nx: float32; ny: float32;
    nz: float32; x: float32; y: float32; z: float32): void {.
cdecl, header: "<glew.h>", importc: "glReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fSUN"
.}
proc replacementCodeuiTexCoord2fColor4fNormal3fVertex3fvSUN(rc: ptr uint32;
    tc: ptr float32; c: ptr float32; n: ptr float32; v: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fvSUN"
.}
proc replacementCodeuiTexCoord2fNormal3fVertex3fSUN(rc: uint32; s: float32;
    t: float32; nx: float32; ny: float32; nz: float32; x: float32; y: float32; z: float32): void {.
cdecl, header: "<glew.h>", importc: "glReplacementCodeuiTexCoord2fNormal3fVertex3fSUN"
.}
proc replacementCodeuiTexCoord2fNormal3fVertex3fvSUN(rc: ptr uint32;
    tc: ptr float32; n: ptr float32; v: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glReplacementCodeuiTexCoord2fNormal3fVertex3fvSUN"
.}
proc replacementCodeuiTexCoord2fVertex3fSUN(rc: uint32; s: float32; t: float32;
    x: float32; y: float32; z: float32): void {.
cdecl, header: "<glew.h>", importc: "glReplacementCodeuiTexCoord2fVertex3fSUN"
.}
proc replacementCodeuiTexCoord2fVertex3fvSUN(rc: ptr uint32; tc: ptr float32;
    v: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glReplacementCodeuiTexCoord2fVertex3fvSUN"
.}
proc replacementCodeuiVertex3fSUN(rc: uint32; x: float32; y: float32; z: float32): void {.
cdecl, header: "<glew.h>", importc: "glReplacementCodeuiVertex3fSUN"
.}
proc replacementCodeuiVertex3fvSUN(rc: ptr uint32; v: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glReplacementCodeuiVertex3fvSUN"
.}
proc texCoord2fColor3fVertex3fSUN(s: float32; t: float32; r: float32; g: float32;
                                 b: float32; x: float32; y: float32; z: float32): void {.
cdecl, header: "<glew.h>", importc: "glTexCoord2fColor3fVertex3fSUN"
.}
proc texCoord2fColor3fVertex3fvSUN(tc: ptr float32; c: ptr float32; v: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glTexCoord2fColor3fVertex3fvSUN"
.}
proc texCoord2fColor4fNormal3fVertex3fSUN(s: float32; t: float32; r: float32;
    g: float32; b: float32; a: float32; nx: float32; ny: float32; nz: float32; x: float32;
    y: float32; z: float32): void {.
cdecl, header: "<glew.h>", importc: "glTexCoord2fColor4fNormal3fVertex3fSUN"
.}
proc texCoord2fColor4fNormal3fVertex3fvSUN(tc: ptr float32; c: ptr float32;
    n: ptr float32; v: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glTexCoord2fColor4fNormal3fVertex3fvSUN"
.}
proc texCoord2fColor4ubVertex3fSUN(s: float32; t: float32; r: uint8; g: uint8; b: uint8;
                                  a: uint8; x: float32; y: float32; z: float32): void {.
cdecl, header: "<glew.h>", importc: "glTexCoord2fColor4ubVertex3fSUN"
.}
proc texCoord2fColor4ubVertex3fvSUN(tc: ptr float32; c: ptr uint8; v: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glTexCoord2fColor4ubVertex3fvSUN"
.}
proc texCoord2fNormal3fVertex3fSUN(s: float32; t: float32; nx: float32; ny: float32;
                                  nz: float32; x: float32; y: float32; z: float32): void {.
cdecl, header: "<glew.h>", importc: "glTexCoord2fNormal3fVertex3fSUN"
.}
proc texCoord2fNormal3fVertex3fvSUN(tc: ptr float32; n: ptr float32; v: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glTexCoord2fNormal3fVertex3fvSUN"
.}
proc texCoord2fVertex3fSUN(s: float32; t: float32; x: float32; y: float32; z: float32): void {.
cdecl, header: "<glew.h>", importc: "glTexCoord2fVertex3fSUN"
.}
proc texCoord2fVertex3fvSUN(tc: ptr float32; v: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glTexCoord2fVertex3fvSUN"
.}
proc texCoord4fColor4fNormal3fVertex4fSUN(s: float32; t: float32; p: float32;
    q: float32; r: float32; g: float32; b: float32; a: float32; nx: float32; ny: float32;
    nz: float32; x: float32; y: float32; z: float32; w: float32): void {.
cdecl, header: "<glew.h>", importc: "glTexCoord4fColor4fNormal3fVertex4fSUN"
.}
proc texCoord4fColor4fNormal3fVertex4fvSUN(tc: ptr float32; c: ptr float32;
    n: ptr float32; v: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glTexCoord4fColor4fNormal3fVertex4fvSUN"
.}
proc texCoord4fVertex4fSUN(s: float32; t: float32; p: float32; q: float32; x: float32;
                          y: float32; z: float32; w: float32): void {.
cdecl, header: "<glew.h>", importc: "glTexCoord4fVertex4fSUN"
.}
proc texCoord4fVertex4fvSUN(tc: ptr float32; v: ptr float32): void {.
cdecl, header: "<glew.h>", importc: "glTexCoord4fVertex4fvSUN"
.}
proc addSwapHintRectWIN(x: int32; y: int32; width: int32; height: int32): void {.
cdecl, header: "<glew.h>", importc: "glAddSwapHintRectWIN"
.}